Merge pull request #33347 from RevoluPowered/demo/assimp-importer-fbx

FBX Skinning and batch of fixes
This commit is contained in:
Rémi Verschelde 2019-11-06 12:55:45 +01:00 committed by GitHub
commit b30e6496bd
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
114 changed files with 2702 additions and 4536 deletions

View file

@ -72,6 +72,9 @@ env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_X3D_IMPORTER'])
env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_GLTF_IMPORTER'])
env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_GLTF2_IMPORTER'])
env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_SINGLETHREADED'])
env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_M3D_IMPORTER'])
env_assimp.Append(CPPDEFINES=['ASSIMP_BUILD_NO_MMD_IMPORTER'])
if(env['platform'] == 'windows'):
env_assimp.Append(CPPDEFINES=['PLATFORM_WINDOWS'])

File diff suppressed because it is too large Load diff

View file

@ -50,6 +50,7 @@
#include <assimp/DefaultLogger.hpp>
#include <assimp/LogStream.hpp>
#include <assimp/Logger.hpp>
#include <map>
#include "import_state.h"
#include "import_utils.h"
@ -72,7 +73,6 @@ public:
class EditorSceneImporterAssimp : public EditorSceneImporter {
private:
GDCLASS(EditorSceneImporterAssimp, EditorSceneImporter);
const String ASSIMP_FBX_KEY = "_$AssimpFbx$";
struct AssetImportAnimation {
enum Interpolation {
@ -88,40 +88,32 @@ private:
float weight;
};
struct SkeletonHole { //nodes may be part of the skeleton by used by vertex
String name;
String parent;
Transform pose;
const aiNode *node;
};
Ref<Mesh> _generate_mesh_from_surface_indices(ImportState &state, const Vector<int> &p_surface_indices,
const aiNode *assimp_node, Ref<Skin> &skin,
Skeleton *&skeleton_assigned);
void _calc_tangent_from_mesh(const aiMesh *ai_mesh, int i, int tri_index, int index, PoolColorArray::Write &w);
void _set_texture_mapping_mode(aiTextureMapMode *map_mode, Ref<Texture> texture);
Ref<Mesh> _generate_mesh_from_surface_indices(ImportState &state, const Vector<int> &p_surface_indices, const aiNode *assimp_node, Skeleton *p_skeleton = NULL);
// utility for node creation
void attach_new_node(ImportState &state, Spatial *new_node, const aiNode *node, Node *parent_node, String Name, Transform &transform);
// simple object creation functions
void create_light(ImportState &state, RecursiveState &recursive_state);
void create_camera(ImportState &state, RecursiveState &recursive_state);
void create_bone(ImportState &state, RecursiveState &recursive_state);
Spatial *create_light(ImportState &state,
const String &node_name,
Transform &look_at_transform);
Spatial *create_camera(
ImportState &state,
const String &node_name,
Transform &look_at_transform);
// non recursive - linear so must not use recursive arguments
void create_mesh(ImportState &state, const aiNode *assimp_node, const String &node_name, Node *current_node, Node *parent_node, Transform node_transform);
MeshInstance *create_mesh(ImportState &state, const aiNode *assimp_node, const String &node_name, Node *active_node, Transform node_transform);
// recursive node generator
void _generate_node(ImportState &state, Skeleton *skeleton, const aiNode *assimp_node, Node *parent_node);
// runs after _generate_node as it must then use pre-created godot skeleton.
void generate_mesh_phase_from_skeletal_mesh(ImportState &state);
void _insert_animation_track(ImportState &scene, const aiAnimation *assimp_anim, int p_track, int p_bake_fps, Ref<Animation> animation, float ticks_per_second, Skeleton *p_skeleton, const NodePath &p_path, const String &p_name);
void _generate_node(ImportState &state, const aiNode *assimp_node);
void _insert_animation_track(ImportState &scene, const aiAnimation *assimp_anim, int track_id,
int anim_fps, Ref<Animation> animation, float ticks_per_second,
Skeleton *skeleton, const NodePath &node_path,
const String &node_name, aiBone *track_bone);
void _import_animation(ImportState &state, int p_animation_index, int p_bake_fps);
Node *get_node_by_name(ImportState &state, String name);
aiBone *get_bone_from_stack(ImportState &state, aiString name);
Spatial *_generate_scene(const String &p_path, aiScene *scene, const uint32_t p_flags, int p_bake_fps, const int32_t p_max_bone_weights);
String _assimp_anim_string_to_string(const aiString &p_string) const;
String _assimp_raw_string_to_string(const aiString &p_string) const;
float _get_fbx_fps(int32_t time_mode, const aiScene *p_scene);
template <class T>
T _interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, float p_time, AssetImportAnimation::Interpolation p_interp);
void _register_project_setting_import(const String generic, const String import_setting_string, const Vector<String> &exts, List<String> *r_extensions, const bool p_enabled) const;
@ -148,6 +140,10 @@ public:
virtual uint32_t get_import_flags() const;
virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps, Error *r_err = NULL);
Ref<Image> load_image(ImportState &state, const aiScene *p_scene, String p_path);
static void RegenerateBoneStack(ImportState &state);
void RegenerateBoneStack(ImportState &state, aiMesh *mesh);
};
#endif
#endif

View file

@ -52,28 +52,42 @@
namespace AssimpImporter {
/** Import state is for global scene import data
* This makes the code simpler and contains useful lookups.
*/
* This makes the code simpler and contains useful lookups.
*/
struct ImportState {
String path;
Spatial *root;
const aiScene *assimp_scene;
uint32_t max_bone_weights;
Spatial *root;
Map<String, Ref<Mesh> > mesh_cache;
Map<int, Ref<Material> > material_cache;
Map<String, int> light_cache;
Map<String, int> camera_cache;
//Vector<Skeleton *> skeletons;
Map<Skeleton *, const Spatial *> armature_skeletons; // maps skeletons based on their armature nodes.
Map<const aiBone *, Skeleton *> bone_to_skeleton_lookup; // maps bones back into their skeleton
// very useful for when you need to ask assimp for the bone mesh
Map<String, Node *> node_map;
Map<const aiNode *, const Node *> assimp_node_map;
Map<const aiNode *, Node *> assimp_node_map;
Map<String, Ref<Image> > path_to_image_cache;
bool fbx; //for some reason assimp does some things different for FBX
// Generation 3 - determinisitic iteration
// to lower potential recursion errors
List<const aiNode *> nodes;
Map<const aiNode *, Spatial *> flat_node_map;
AnimationPlayer *animation_player;
// Generation 3 - deterministic armatures
// list of armature nodes - flat and simple to parse
// assimp node, node in godot
List<aiNode *> armature_nodes;
Map<const aiNode *, Skeleton *> armature_skeletons;
Map<aiBone *, Skeleton *> skeleton_bone_map;
// Generation 3 - deterministic bone handling
// bones from the stack are popped when found
// this means we can detect
// what bones are for other armatures
List<aiBone *> bone_stack;
};
struct AssimpImageData {
@ -86,14 +100,15 @@ struct AssimpImageData {
* This makes the code easier to handle too and add extra arguments without breaking things
*/
struct RecursiveState {
RecursiveState() {} // do not construct :)
RecursiveState(
Transform &_node_transform,
Skeleton *_skeleton,
Spatial *_new_node,
const String &_node_name,
const aiNode *_assimp_node,
String &_node_name,
aiNode *_assimp_node,
Node *_parent_node,
const aiBone *_bone) :
aiBone *_bone) :
node_transform(_node_transform),
skeleton(_skeleton),
new_node(_new_node),
@ -102,13 +117,13 @@ struct RecursiveState {
parent_node(_parent_node),
bone(_bone) {}
Transform &node_transform;
Skeleton *skeleton;
Spatial *new_node;
const String &node_name;
const aiNode *assimp_node;
Node *parent_node;
const aiBone *bone;
Transform node_transform;
Skeleton *skeleton = NULL;
Spatial *new_node = NULL;
String node_name;
aiNode *assimp_node = NULL;
Node *parent_node = NULL;
aiBone *bone = NULL;
};
} // namespace AssimpImporter

View file

@ -4,7 +4,7 @@
## assimp
- Upstream: http://github.com/assimp/assimp
- Version: git (1d565b0aab5a2ee00462f18c5b8a81f6a5454a48)
- Version: git (308db73d0b3c2d1870cd3e465eaa283692a4cf23)
- License: BSD-3-Clause

View file

@ -67,7 +67,20 @@ using namespace Assimp;
// Constructor to be privately used by Importer
BaseImporter::BaseImporter() AI_NO_EXCEPT
: m_progress() {
// nothing to do here
/**
* Assimp Importer
* unit conversions available
* if you need another measurment unit add it below.
* it's currently defined in assimp that we prefer meters.
*
* NOTE: Initialised here rather than in the header file
* to workaround a VS2013 bug with brace initialisers
* */
importerUnits[ImporterUnits::M] = 1.0;
importerUnits[ImporterUnits::CM] = 0.01;
importerUnits[ImporterUnits::MM] = 0.001;
importerUnits[ImporterUnits::INCHES] = 0.0254;
importerUnits[ImporterUnits::FEET] = 0.3048;
}
// ------------------------------------------------------------------------------------------------
@ -85,7 +98,7 @@ void BaseImporter::UpdateImporterScale( Importer* pImp )
double activeScale = importerScale * fileScale;
// Set active scaling
pImp->SetPropertyFloat( AI_CONFIG_APP_SCALE_KEY, activeScale);
pImp->SetPropertyFloat( AI_CONFIG_APP_SCALE_KEY, static_cast<float>( activeScale) );
ASSIMP_LOG_DEBUG_F("UpdateImporterScale scale set: %f", activeScale );
}

View file

@ -61,83 +61,66 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
using namespace Assimp;
// maximum path length
// XXX http://insanecoding.blogspot.com/2007/11/pathmax-simply-isnt.html
#ifdef PATH_MAX
# define PATHLIMIT PATH_MAX
#else
# define PATHLIMIT 4096
#ifdef _WIN32
static std::wstring Utf8ToWide(const char* in)
{
int size = MultiByteToWideChar(CP_UTF8, 0, in, -1, nullptr, 0);
// size includes terminating null; std::wstring adds null automatically
std::wstring out(static_cast<size_t>(size) - 1, L'\0');
MultiByteToWideChar(CP_UTF8, 0, in, -1, &out[0], size);
return out;
}
static std::string WideToUtf8(const wchar_t* in)
{
int size = WideCharToMultiByte(CP_UTF8, 0, in, -1, nullptr, 0, nullptr, nullptr);
// size includes terminating null; std::string adds null automatically
std::string out(static_cast<size_t>(size) - 1, '\0');
WideCharToMultiByte(CP_UTF8, 0, in, -1, &out[0], size, nullptr, nullptr);
return out;
}
#endif
// ------------------------------------------------------------------------------------------------
// Tests for the existence of a file at the given path.
bool DefaultIOSystem::Exists( const char* pFile) const
bool DefaultIOSystem::Exists(const char* pFile) const
{
#ifdef _WIN32
wchar_t fileName16[PATHLIMIT];
#ifndef WindowsStore
bool isUnicode = IsTextUnicode(pFile, static_cast<int>(strlen(pFile)), NULL) != 0;
if (isUnicode) {
MultiByteToWideChar(CP_UTF8, MB_PRECOMPOSED, pFile, -1, fileName16, PATHLIMIT);
struct __stat64 filestat;
if (0 != _wstat64(fileName16, &filestat)) {
return false;
}
} else {
#endif
FILE* file = ::fopen(pFile, "rb");
if (!file)
return false;
::fclose(file);
#ifndef WindowsStore
struct __stat64 filestat;
if (_wstat64(Utf8ToWide(pFile).c_str(), &filestat) != 0) {
return false;
}
#endif
#else
FILE* file = ::fopen( pFile, "rb");
if( !file)
FILE* file = ::fopen(pFile, "rb");
if (!file)
return false;
::fclose( file);
::fclose(file);
#endif
return true;
}
// ------------------------------------------------------------------------------------------------
// Open a new file with a given path.
IOStream* DefaultIOSystem::Open( const char* strFile, const char* strMode)
IOStream* DefaultIOSystem::Open(const char* strFile, const char* strMode)
{
ai_assert(NULL != strFile);
ai_assert(NULL != strMode);
ai_assert(strFile != nullptr);
ai_assert(strMode != nullptr);
FILE* file;
#ifdef _WIN32
wchar_t fileName16[PATHLIMIT];
#ifndef WindowsStore
bool isUnicode = IsTextUnicode(strFile, static_cast<int>(strlen(strFile)), NULL) != 0;
if (isUnicode) {
MultiByteToWideChar(CP_UTF8, MB_PRECOMPOSED, strFile, -1, fileName16, PATHLIMIT);
std::string mode8(strMode);
file = ::_wfopen(fileName16, std::wstring(mode8.begin(), mode8.end()).c_str());
} else {
#endif
file = ::fopen(strFile, strMode);
#ifndef WindowsStore
}
#endif
file = ::_wfopen(Utf8ToWide(strFile).c_str(), Utf8ToWide(strMode).c_str());
#else
file = ::fopen(strFile, strMode);
#endif
if (nullptr == file)
if (!file)
return nullptr;
return new DefaultIOStream(file, (std::string) strFile);
return new DefaultIOStream(file, strFile);
}
// ------------------------------------------------------------------------------------------------
// Closes the given file and releases all resources associated with it.
void DefaultIOSystem::Close( IOStream* pFile)
void DefaultIOSystem::Close(IOStream* pFile)
{
delete pFile;
}
@ -155,78 +138,56 @@ char DefaultIOSystem::getOsSeparator() const
// ------------------------------------------------------------------------------------------------
// IOSystem default implementation (ComparePaths isn't a pure virtual function)
bool IOSystem::ComparePaths (const char* one, const char* second) const
bool IOSystem::ComparePaths(const char* one, const char* second) const
{
return !ASSIMP_stricmp(one,second);
return !ASSIMP_stricmp(one, second);
}
// ------------------------------------------------------------------------------------------------
// Convert a relative path into an absolute path
inline static void MakeAbsolutePath (const char* in, char* _out)
inline static std::string MakeAbsolutePath(const char* in)
{
ai_assert(in && _out);
#if defined( _MSC_VER ) || defined( __MINGW32__ )
#ifndef WindowsStore
bool isUnicode = IsTextUnicode(in, static_cast<int>(strlen(in)), NULL) != 0;
if (isUnicode) {
wchar_t out16[PATHLIMIT];
wchar_t in16[PATHLIMIT];
MultiByteToWideChar(CP_UTF8, MB_PRECOMPOSED, in, -1, out16, PATHLIMIT);
wchar_t* ret = ::_wfullpath(out16, in16, PATHLIMIT);
if (ret) {
WideCharToMultiByte(CP_UTF8, MB_PRECOMPOSED, out16, -1, _out, PATHLIMIT, nullptr, nullptr);
}
if (!ret) {
// preserve the input path, maybe someone else is able to fix
// the path before it is accessed (e.g. our file system filter)
ASSIMP_LOG_WARN_F("Invalid path: ", std::string(in));
strcpy(_out, in);
}
} else {
#endif
char* ret = :: _fullpath(_out, in, PATHLIMIT);
if (!ret) {
// preserve the input path, maybe someone else is able to fix
// the path before it is accessed (e.g. our file system filter)
ASSIMP_LOG_WARN_F("Invalid path: ", std::string(in));
strcpy(_out, in);
}
#ifndef WindowsStore
ai_assert(in);
std::string out;
#ifdef _WIN32
wchar_t* ret = ::_wfullpath(nullptr, Utf8ToWide(in).c_str(), 0);
if (ret) {
out = WideToUtf8(ret);
free(ret);
}
#else
char* ret = realpath(in, nullptr);
if (ret) {
out = ret;
free(ret);
}
#endif
#else
// use realpath
char* ret = realpath(in, _out);
if(!ret) {
if (!ret) {
// preserve the input path, maybe someone else is able to fix
// the path before it is accessed (e.g. our file system filter)
ASSIMP_LOG_WARN_F("Invalid path: ", std::string(in));
strcpy(_out,in);
out = in;
}
#endif
return out;
}
// ------------------------------------------------------------------------------------------------
// DefaultIOSystem's more specialized implementation
bool DefaultIOSystem::ComparePaths (const char* one, const char* second) const
bool DefaultIOSystem::ComparePaths(const char* one, const char* second) const
{
// chances are quite good both paths are formatted identically,
// so we can hopefully return here already
if( !ASSIMP_stricmp(one,second) )
if (!ASSIMP_stricmp(one, second))
return true;
char temp1[PATHLIMIT];
char temp2[PATHLIMIT];
std::string temp1 = MakeAbsolutePath(one);
std::string temp2 = MakeAbsolutePath(second);
MakeAbsolutePath (one, temp1);
MakeAbsolutePath (second, temp2);
return !ASSIMP_stricmp(temp1,temp2);
return !ASSIMP_stricmp(temp1, temp2);
}
// ------------------------------------------------------------------------------------------------
std::string DefaultIOSystem::fileName( const std::string &path )
std::string DefaultIOSystem::fileName(const std::string& path)
{
std::string ret = path;
std::size_t last = ret.find_last_of("\\/");
@ -235,16 +196,16 @@ std::string DefaultIOSystem::fileName( const std::string &path )
}
// ------------------------------------------------------------------------------------------------
std::string DefaultIOSystem::completeBaseName( const std::string &path )
std::string DefaultIOSystem::completeBaseName(const std::string& path)
{
std::string ret = fileName(path);
std::size_t pos = ret.find_last_of('.');
if(pos != ret.npos) ret = ret.substr(0, pos);
if (pos != std::string::npos) ret = ret.substr(0, pos);
return ret;
}
// ------------------------------------------------------------------------------------------------
std::string DefaultIOSystem::absolutePath( const std::string &path )
std::string DefaultIOSystem::absolutePath(const std::string& path)
{
std::string ret = path;
std::size_t last = ret.find_last_of("\\/");
@ -253,5 +214,3 @@ std::string DefaultIOSystem::absolutePath( const std::string &path )
}
// ------------------------------------------------------------------------------------------------
#undef PATHLIMIT

View file

@ -102,6 +102,8 @@ void ExportSceneX3D(const char*, IOSystem*, const aiScene*, const ExportProperti
void ExportSceneFBX(const char*, IOSystem*, const aiScene*, const ExportProperties*);
void ExportSceneFBXA(const char*, IOSystem*, const aiScene*, const ExportProperties*);
void ExportScene3MF( const char*, IOSystem*, const aiScene*, const ExportProperties* );
void ExportSceneM3D(const char*, IOSystem*, const aiScene*, const ExportProperties*);
void ExportSceneA3D(const char*, IOSystem*, const aiScene*, const ExportProperties*);
void ExportAssimp2Json(const char* , IOSystem*, const aiScene* , const Assimp::ExportProperties*);
// ------------------------------------------------------------------------------------------------
@ -179,6 +181,11 @@ Exporter::ExportFormatEntry gExporters[] =
Exporter::ExportFormatEntry( "fbxa", "Autodesk FBX (ascii)", "fbx", &ExportSceneFBXA, 0 ),
#endif
#ifndef ASSIMP_BUILD_NO_M3D_EXPORTER
Exporter::ExportFormatEntry( "m3d", "Model 3D (binary)", "m3d", &ExportSceneM3D, 0 ),
Exporter::ExportFormatEntry( "a3d", "Model 3D (ascii)", "m3d", &ExportSceneA3D, 0 ),
#endif
#ifndef ASSIMP_BUILD_NO_3MF_EXPORTER
Exporter::ExportFormatEntry( "3mf", "The 3MF-File-Format", "3mf", &ExportScene3MF, 0 ),
#endif
@ -315,34 +322,6 @@ const aiExportDataBlob* Exporter::ExportToBlob( const aiScene* pScene, const cha
return pimpl->blob;
}
// ------------------------------------------------------------------------------------------------
bool IsVerboseFormat(const aiMesh* mesh) {
// avoid slow vector<bool> specialization
std::vector<unsigned int> seen(mesh->mNumVertices,0);
for(unsigned int i = 0; i < mesh->mNumFaces; ++i) {
const aiFace& f = mesh->mFaces[i];
for(unsigned int j = 0; j < f.mNumIndices; ++j) {
if(++seen[f.mIndices[j]] == 2) {
// found a duplicate index
return false;
}
}
}
return true;
}
// ------------------------------------------------------------------------------------------------
bool IsVerboseFormat(const aiScene* pScene) {
for(unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
if(!IsVerboseFormat(pScene->mMeshes[i])) {
return false;
}
}
return true;
}
// ------------------------------------------------------------------------------------------------
aiReturn Exporter::Export( const aiScene* pScene, const char* pFormatId, const char* pPath,
unsigned int pPreprocessing, const ExportProperties* pProperties) {
@ -352,7 +331,7 @@ aiReturn Exporter::Export( const aiScene* pScene, const char* pFormatId, const c
// format. They will likely not be aware that there is a flag in the scene to indicate
// this, however. To avoid surprises and bug reports, we check for duplicates in
// meshes upfront.
const bool is_verbose_format = !(pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) || IsVerboseFormat(pScene);
const bool is_verbose_format = !(pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) || MakeVerboseFormatProcess::IsVerboseFormat(pScene);
pimpl->mProgressHandler->UpdateFileWrite(0, 4);
@ -472,7 +451,10 @@ aiReturn Exporter::Export( const aiScene* pScene, const char* pFormatId, const c
}
ExportProperties emptyProperties; // Never pass NULL ExportProperties so Exporters don't have to worry.
exp.mExportFunction(pPath,pimpl->mIOSystem.get(),scenecopy.get(), pProperties ? pProperties : &emptyProperties);
ExportProperties* pProp = pProperties ? (ExportProperties*)pProperties : &emptyProperties;
pProp->SetPropertyBool("bJoinIdenticalVertices", must_join_again);
exp.mExportFunction(pPath,pimpl->mIOSystem.get(),scenecopy.get(), pProp);
exp.mExportFunction(pPath,pimpl->mIOSystem.get(),scenecopy.get(), pProp);
pimpl->mProgressHandler->UpdateFileWrite(4, 4);
} catch (DeadlyExportError& err) {

View file

@ -197,6 +197,9 @@ corresponding preprocessor flag to selectively disable formats.
#ifndef ASSIMP_BUILD_NO_MMD_IMPORTER
# include "MMD/MMDImporter.h"
#endif
#ifndef ASSIMP_BUILD_NO_M3D_IMPORTER
# include "M3D/M3DImporter.h"
#endif
#ifndef ASSIMP_BUILD_NO_STEP_IMPORTER
# include "Importer/StepFile/StepFileImporter.h"
#endif
@ -223,6 +226,9 @@ void GetImporterInstanceList(std::vector< BaseImporter* >& out)
#if (!defined ASSIMP_BUILD_NO_3DS_IMPORTER)
out.push_back( new Discreet3DSImporter());
#endif
#if (!defined ASSIMP_BUILD_NO_M3D_IMPORTER)
out.push_back( new M3DImporter());
#endif
#if (!defined ASSIMP_BUILD_NO_MD3_IMPORTER)
out.push_back( new MD3Importer());
#endif

View file

@ -131,11 +131,15 @@ corresponding preprocessor flag to selectively disable steps.
#if (!defined ASSIMP_BUILD_NO_GLOBALSCALE_PROCESS)
# include "PostProcessing/ScaleProcess.h"
#endif
#if (!defined ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS)
# include "PostProcessing/ArmaturePopulate.h"
#endif
#if (!defined ASSIMP_BUILD_NO_GENBOUNDINGBOXES_PROCESS)
# include "PostProcessing/GenBoundingBoxesProcess.h"
#endif
namespace Assimp {
// ------------------------------------------------------------------------------------------------
@ -180,6 +184,9 @@ void GetPostProcessingStepInstanceList(std::vector< BaseProcess* >& out)
#if (!defined ASSIMP_BUILD_NO_GLOBALSCALE_PROCESS)
out.push_back( new ScaleProcess());
#endif
#if (!defined ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS)
out.push_back( new ArmaturePopulate());
#endif
#if (!defined ASSIMP_BUILD_NO_PRETRANSFORMVERTICES_PROCESS)
out.push_back( new PretransformVertices());
#endif

View file

@ -1091,6 +1091,35 @@ void SceneCombiner::Copy( aiMesh** _dest, const aiMesh* src ) {
aiFace& f = dest->mFaces[i];
GetArrayCopy(f.mIndices,f.mNumIndices);
}
// make a deep copy of all blend shapes
CopyPtrArray(dest->mAnimMeshes, dest->mAnimMeshes, dest->mNumAnimMeshes);
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy(aiAnimMesh** _dest, const aiAnimMesh* src) {
if (nullptr == _dest || nullptr == src) {
return;
}
aiAnimMesh* dest = *_dest = new aiAnimMesh();
// get a flat copy
::memcpy(dest, src, sizeof(aiAnimMesh));
// and reallocate all arrays
GetArrayCopy(dest->mVertices, dest->mNumVertices);
GetArrayCopy(dest->mNormals, dest->mNumVertices);
GetArrayCopy(dest->mTangents, dest->mNumVertices);
GetArrayCopy(dest->mBitangents, dest->mNumVertices);
unsigned int n = 0;
while (dest->HasTextureCoords(n))
GetArrayCopy(dest->mTextureCoords[n++], dest->mNumVertices);
n = 0;
while (dest->HasVertexColors(n))
GetArrayCopy(dest->mColors[n++], dest->mNumVertices);
}
// ------------------------------------------------------------------------------------------------
@ -1167,6 +1196,7 @@ void SceneCombiner::Copy( aiAnimation** _dest, const aiAnimation* src ) {
// and reallocate all arrays
CopyPtrArray( dest->mChannels, src->mChannels, dest->mNumChannels );
CopyPtrArray( dest->mMorphMeshChannels, src->mMorphMeshChannels, dest->mNumMorphMeshChannels );
}
// ------------------------------------------------------------------------------------------------
@ -1186,6 +1216,26 @@ void SceneCombiner::Copy(aiNodeAnim** _dest, const aiNodeAnim* src) {
GetArrayCopy( dest->mRotationKeys, dest->mNumRotationKeys );
}
void SceneCombiner::Copy(aiMeshMorphAnim** _dest, const aiMeshMorphAnim* src) {
if ( nullptr == _dest || nullptr == src ) {
return;
}
aiMeshMorphAnim* dest = *_dest = new aiMeshMorphAnim();
// get a flat copy
::memcpy(dest,src,sizeof(aiMeshMorphAnim));
// and reallocate all arrays
GetArrayCopy( dest->mKeys, dest->mNumKeys );
for (ai_uint i = 0; i < dest->mNumKeys;++i) {
dest->mKeys[i].mValues = new unsigned int[dest->mKeys[i].mNumValuesAndWeights];
dest->mKeys[i].mWeights = new double[dest->mKeys[i].mNumValuesAndWeights];
::memcpy(dest->mKeys[i].mValues, src->mKeys[i].mValues, dest->mKeys[i].mNumValuesAndWeights * sizeof(unsigned int));
::memcpy(dest->mKeys[i].mWeights, src->mKeys[i].mWeights, dest->mKeys[i].mNumValuesAndWeights * sizeof(double));
}
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy( aiCamera** _dest,const aiCamera* src) {
if ( nullptr == _dest || nullptr == src ) {

View file

@ -46,8 +46,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/scene.h>
#include "ScenePrivate.h"
static const unsigned int MajorVersion = 4;
static const unsigned int MinorVersion = 1;
#include "revision.h"
// --------------------------------------------------------------------------------
// Legal information string - don't remove this.
@ -56,9 +55,9 @@ static const char* LEGAL_INFORMATION =
"Open Asset Import Library (Assimp).\n"
"A free C/C++ library to import various 3D file formats into applications\n\n"
"(c) 2008-2017, assimp team\n"
"(c) 2006-2019, assimp team\n"
"License under the terms and conditions of the 3-clause BSD license\n"
"http://assimp.sourceforge.net\n"
"http://assimp.org\n"
;
// ------------------------------------------------------------------------------------------------
@ -70,13 +69,13 @@ ASSIMP_API const char* aiGetLegalString () {
// ------------------------------------------------------------------------------------------------
// Get Assimp minor version
ASSIMP_API unsigned int aiGetVersionMinor () {
return MinorVersion;
return VER_MINOR;
}
// ------------------------------------------------------------------------------------------------
// Get Assimp major version
ASSIMP_API unsigned int aiGetVersionMajor () {
return MajorVersion;
return VER_MAJOR;
}
// ------------------------------------------------------------------------------------------------
@ -104,9 +103,6 @@ ASSIMP_API unsigned int aiGetCompileFlags () {
return flags;
}
// include current build revision, which is even updated from time to time -- :-)
#include "revision.h"
// ------------------------------------------------------------------------------------------------
ASSIMP_API unsigned int aiGetVersionRevision() {
return GitVersion;

View file

@ -44,23 +44,23 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
aiNode::aiNode()
: mName("")
, mParent(NULL)
, mParent(nullptr)
, mNumChildren(0)
, mChildren(NULL)
, mChildren(nullptr)
, mNumMeshes(0)
, mMeshes(NULL)
, mMetaData(NULL) {
, mMeshes(nullptr)
, mMetaData(nullptr) {
// empty
}
aiNode::aiNode(const std::string& name)
: mName(name)
, mParent(NULL)
, mParent(nullptr)
, mNumChildren(0)
, mChildren(NULL)
, mChildren(nullptr)
, mNumMeshes(0)
, mMeshes(NULL)
, mMetaData(NULL) {
, mMeshes(nullptr)
, mMetaData(nullptr) {
// empty
}
@ -68,7 +68,7 @@ aiNode::aiNode(const std::string& name)
aiNode::~aiNode() {
// delete all children recursively
// to make sure we won't crash if the data is invalid ...
if (mChildren && mNumChildren)
if (mNumChildren && mChildren)
{
for (unsigned int a = 0; a < mNumChildren; a++)
delete mChildren[a];

View file

@ -47,6 +47,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define INCLUDED_AI_FBX_COMPILECONFIG_H
#include <map>
#include <set>
//
#if _MSC_VER > 1500 || (defined __GNUC___)
@ -54,16 +55,23 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
# else
# define fbx_unordered_map map
# define fbx_unordered_multimap multimap
# define fbx_unordered_set set
# define fbx_unordered_multiset multiset
#endif
#ifdef ASSIMP_FBX_USE_UNORDERED_MULTIMAP
# include <unordered_map>
# include <unordered_set>
# if _MSC_VER > 1600
# define fbx_unordered_map unordered_map
# define fbx_unordered_multimap unordered_multimap
# define fbx_unordered_set unordered_set
# define fbx_unordered_multiset unordered_multiset
# else
# define fbx_unordered_map tr1::unordered_map
# define fbx_unordered_multimap tr1::unordered_multimap
# define fbx_unordered_set tr1::unordered_set
# define fbx_unordered_multiset tr1::unordered_multiset
# endif
#endif

View file

@ -55,6 +55,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "FBXImporter.h"
#include <assimp/StringComparison.h>
#include <assimp/MathFunctions.h>
#include <assimp/scene.h>
@ -67,7 +68,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <sstream>
#include <iomanip>
#include <cstdint>
#include <iostream>
#include <stdlib.h>
namespace Assimp {
namespace FBX {
@ -76,7 +78,7 @@ namespace Assimp {
#define MAGIC_NODE_TAG "_$AssimpFbx$"
#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000L
#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000LL
FBXConverter::FBXConverter(aiScene* out, const Document& doc, bool removeEmptyBones )
: defaultMaterialIndex()
@ -95,6 +97,14 @@ namespace Assimp {
// populate the node_anim_chain_bits map, which is needed
// to determine which nodes need to be generated.
ConvertAnimations();
// Embedded textures in FBX could be connected to nothing but to itself,
// for instance Texture -> Video connection only but not to the main graph,
// The idea here is to traverse all objects to find these Textures and convert them,
// so later during material conversion it will find converted texture in the textures_converted array.
if (doc.Settings().readTextures)
{
ConvertOrphantEmbeddedTextures();
}
ConvertRootNode();
if (doc.Settings().readAllMaterials) {
@ -144,7 +154,7 @@ namespace Assimp {
out->mRootNode->mName.Set(unique_name);
// root has ID 0
ConvertNodes(0L, *out->mRootNode);
ConvertNodes(0L, out->mRootNode, out->mRootNode);
}
static std::string getAncestorBaseName(const aiNode* node)
@ -178,8 +188,11 @@ namespace Assimp {
GetUniqueName(original_name, unique_name);
return unique_name;
}
void FBXConverter::ConvertNodes(uint64_t id, aiNode& parent, const aiMatrix4x4& parent_transform) {
/// todo: pre-build node hierarchy
/// todo: get bone from stack
/// todo: make map of aiBone* to aiNode*
/// then update convert clusters to the new format
void FBXConverter::ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node) {
const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(id, "Model");
std::vector<aiNode*> nodes;
@ -190,62 +203,69 @@ namespace Assimp {
try {
for (const Connection* con : conns) {
// ignore object-property links
if (con->PropertyName().length()) {
continue;
// really important we document why this is ignored.
FBXImporter::LogInfo("ignoring property link - no docs on why this is ignored");
continue; //?
}
// convert connection source object into Object base class
const Object* const object = con->SourceObject();
if (nullptr == object) {
FBXImporter::LogWarn("failed to convert source object for Model link");
FBXImporter::LogError("failed to convert source object for Model link");
continue;
}
// FBX Model::Cube, Model::Bone001, etc elements
// This detects if we can cast the object into this model structure.
const Model* const model = dynamic_cast<const Model*>(object);
if (nullptr != model) {
nodes_chain.clear();
post_nodes_chain.clear();
aiMatrix4x4 new_abs_transform = parent_transform;
std::string unique_name = MakeUniqueNodeName(model, parent);
aiMatrix4x4 new_abs_transform = parent->mTransformation;
std::string node_name = FixNodeName(model->Name());
// even though there is only a single input node, the design of
// assimp (or rather: the complicated transformation chain that
// is employed by fbx) means that we may need multiple aiNode's
// to represent a fbx node's transformation.
const bool need_additional_node = GenerateTransformationNodeChain(*model, unique_name, nodes_chain, post_nodes_chain);
// generate node transforms - this includes pivot data
// if need_additional_node is true then you t
const bool need_additional_node = GenerateTransformationNodeChain(*model, node_name, nodes_chain, post_nodes_chain);
// assert that for the current node we must have at least a single transform
ai_assert(nodes_chain.size());
if (need_additional_node) {
nodes_chain.push_back(new aiNode(unique_name));
nodes_chain.push_back(new aiNode(node_name));
}
//setup metadata on newest node
SetupNodeMetadata(*model, *nodes_chain.back());
// link all nodes in a row
aiNode* last_parent = &parent;
for (aiNode* prenode : nodes_chain) {
ai_assert(prenode);
aiNode* last_parent = parent;
for (aiNode* child : nodes_chain) {
ai_assert(child);
if (last_parent != &parent) {
if (last_parent != parent) {
last_parent->mNumChildren = 1;
last_parent->mChildren = new aiNode*[1];
last_parent->mChildren[0] = prenode;
last_parent->mChildren[0] = child;
}
prenode->mParent = last_parent;
last_parent = prenode;
child->mParent = last_parent;
last_parent = child;
new_abs_transform *= prenode->mTransformation;
new_abs_transform *= child->mTransformation;
}
// attach geometry
ConvertModel(*model, *nodes_chain.back(), new_abs_transform);
ConvertModel(*model, nodes_chain.back(), root_node, new_abs_transform);
// check if there will be any child nodes
const std::vector<const Connection*>& child_conns
@ -257,7 +277,7 @@ namespace Assimp {
for (aiNode* postnode : post_nodes_chain) {
ai_assert(postnode);
if (last_parent != &parent) {
if (last_parent != parent) {
last_parent->mNumChildren = 1;
last_parent->mChildren = new aiNode*[1];
last_parent->mChildren[0] = postnode;
@ -279,15 +299,15 @@ namespace Assimp {
);
}
// attach sub-nodes (if any)
ConvertNodes(model->ID(), *last_parent, new_abs_transform);
// recursion call - child nodes
ConvertNodes(model->ID(), last_parent, root_node);
if (doc.Settings().readLights) {
ConvertLights(*model, unique_name);
ConvertLights(*model, node_name);
}
if (doc.Settings().readCameras) {
ConvertCameras(*model, unique_name);
ConvertCameras(*model, node_name);
}
nodes.push_back(nodes_chain.front());
@ -296,11 +316,17 @@ namespace Assimp {
}
if (nodes.size()) {
parent.mChildren = new aiNode*[nodes.size()]();
parent.mNumChildren = static_cast<unsigned int>(nodes.size());
parent->mChildren = new aiNode*[nodes.size()]();
parent->mNumChildren = static_cast<unsigned int>(nodes.size());
std::swap_ranges(nodes.begin(), nodes.end(), parent.mChildren);
std::swap_ranges(nodes.begin(), nodes.end(), parent->mChildren);
}
else
{
parent->mNumChildren = 0;
parent->mChildren = nullptr;
}
}
catch (std::exception&) {
Util::delete_fun<aiNode> deleter;
@ -553,7 +579,7 @@ namespace Assimp {
return;
}
const float angle_epsilon = 1e-6f;
const float angle_epsilon = Math::getEpsilon<float>();
out = aiMatrix4x4();
@ -694,7 +720,7 @@ namespace Assimp {
std::fill_n(chain, static_cast<unsigned int>(TransformationComp_MAXIMUM), aiMatrix4x4());
// generate transformation matrices for all the different transformation components
const float zero_epsilon = 1e-6f;
const float zero_epsilon = Math::getEpsilon<float>();
const aiVector3D all_ones(1.0f, 1.0f, 1.0f);
const aiVector3D& PreRotation = PropertyGet<aiVector3D>(props, "PreRotation", ok);
@ -802,7 +828,7 @@ namespace Assimp {
// is_complex needs to be consistent with NeedsComplexTransformationChain()
// or the interplay between this code and the animation converter would
// not be guaranteed.
ai_assert(NeedsComplexTransformationChain(model) == ((chainBits & chainMaskComplex) != 0));
//ai_assert(NeedsComplexTransformationChain(model) == ((chainBits & chainMaskComplex) != 0));
// now, if we have more than just Translation, Scaling and Rotation,
// we need to generate a full node chain to accommodate for assimp's
@ -904,7 +930,8 @@ namespace Assimp {
}
}
void FBXConverter::ConvertModel(const Model& model, aiNode& nd, const aiMatrix4x4& node_global_transform)
void FBXConverter::ConvertModel(const Model &model, aiNode *parent, aiNode *root_node,
const aiMatrix4x4 &absolute_transform)
{
const std::vector<const Geometry*>& geos = model.GetGeometry();
@ -916,11 +943,12 @@ namespace Assimp {
const MeshGeometry* const mesh = dynamic_cast<const MeshGeometry*>(geo);
const LineGeometry* const line = dynamic_cast<const LineGeometry*>(geo);
if (mesh) {
const std::vector<unsigned int>& indices = ConvertMesh(*mesh, model, node_global_transform, nd);
const std::vector<unsigned int>& indices = ConvertMesh(*mesh, model, parent, root_node,
absolute_transform);
std::copy(indices.begin(), indices.end(), std::back_inserter(meshes));
}
else if (line) {
const std::vector<unsigned int>& indices = ConvertLine(*line, model, node_global_transform, nd);
const std::vector<unsigned int>& indices = ConvertLine(*line, model, parent, root_node);
std::copy(indices.begin(), indices.end(), std::back_inserter(meshes));
}
else {
@ -929,15 +957,16 @@ namespace Assimp {
}
if (meshes.size()) {
nd.mMeshes = new unsigned int[meshes.size()]();
nd.mNumMeshes = static_cast<unsigned int>(meshes.size());
parent->mMeshes = new unsigned int[meshes.size()]();
parent->mNumMeshes = static_cast<unsigned int>(meshes.size());
std::swap_ranges(meshes.begin(), meshes.end(), nd.mMeshes);
std::swap_ranges(meshes.begin(), meshes.end(), parent->mMeshes);
}
}
std::vector<unsigned int> FBXConverter::ConvertMesh(const MeshGeometry& mesh, const Model& model,
const aiMatrix4x4& node_global_transform, aiNode& nd)
std::vector<unsigned int>
FBXConverter::ConvertMesh(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node,
const aiMatrix4x4 &absolute_transform)
{
std::vector<unsigned int> temp;
@ -961,18 +990,18 @@ namespace Assimp {
const MatIndexArray::value_type base = mindices[0];
for (MatIndexArray::value_type index : mindices) {
if (index != base) {
return ConvertMeshMultiMaterial(mesh, model, node_global_transform, nd);
return ConvertMeshMultiMaterial(mesh, model, parent, root_node, absolute_transform);
}
}
}
// faster code-path, just copy the data
temp.push_back(ConvertMeshSingleMaterial(mesh, model, node_global_transform, nd));
temp.push_back(ConvertMeshSingleMaterial(mesh, model, absolute_transform, parent, root_node));
return temp;
}
std::vector<unsigned int> FBXConverter::ConvertLine(const LineGeometry& line, const Model& model,
const aiMatrix4x4& node_global_transform, aiNode& nd)
aiNode *parent, aiNode *root_node)
{
std::vector<unsigned int> temp;
@ -983,7 +1012,7 @@ namespace Assimp {
return temp;
}
aiMesh* const out_mesh = SetupEmptyMesh(line, nd);
aiMesh* const out_mesh = SetupEmptyMesh(line, root_node);
out_mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
// copy vertices
@ -1018,7 +1047,7 @@ namespace Assimp {
return temp;
}
aiMesh* FBXConverter::SetupEmptyMesh(const Geometry& mesh, aiNode& nd)
aiMesh* FBXConverter::SetupEmptyMesh(const Geometry& mesh, aiNode *parent)
{
aiMesh* const out_mesh = new aiMesh();
meshes.push_back(out_mesh);
@ -1035,17 +1064,18 @@ namespace Assimp {
}
else
{
out_mesh->mName = nd.mName;
out_mesh->mName = parent->mName;
}
return out_mesh;
}
unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry& mesh, const Model& model,
const aiMatrix4x4& node_global_transform, aiNode& nd)
unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry &mesh, const Model &model,
const aiMatrix4x4 &absolute_transform, aiNode *parent,
aiNode *root_node)
{
const MatIndexArray& mindices = mesh.GetMaterialIndices();
aiMesh* const out_mesh = SetupEmptyMesh(mesh, nd);
aiMesh* const out_mesh = SetupEmptyMesh(mesh, parent);
const std::vector<aiVector3D>& vertices = mesh.GetVertices();
const std::vector<unsigned int>& faces = mesh.GetFaceIndexCounts();
@ -1112,7 +1142,7 @@ namespace Assimp {
binormals = &tempBinormals;
}
else {
binormals = NULL;
binormals = nullptr;
}
}
@ -1162,8 +1192,9 @@ namespace Assimp {
ConvertMaterialForMesh(out_mesh, model, mesh, mindices[0]);
}
if (doc.Settings().readWeights && mesh.DeformerSkin() != NULL) {
ConvertWeights(out_mesh, model, mesh, node_global_transform, NO_MATERIAL_SEPARATION);
if (doc.Settings().readWeights && mesh.DeformerSkin() != nullptr) {
ConvertWeights(out_mesh, model, mesh, absolute_transform, parent, root_node, NO_MATERIAL_SEPARATION,
nullptr);
}
std::vector<aiAnimMesh*> animMeshes;
@ -1208,8 +1239,10 @@ namespace Assimp {
return static_cast<unsigned int>(meshes.size() - 1);
}
std::vector<unsigned int> FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry& mesh, const Model& model,
const aiMatrix4x4& node_global_transform, aiNode& nd)
std::vector<unsigned int>
FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, aiNode *parent,
aiNode *root_node,
const aiMatrix4x4 &absolute_transform)
{
const MatIndexArray& mindices = mesh.GetMaterialIndices();
ai_assert(mindices.size());
@ -1220,7 +1253,7 @@ namespace Assimp {
for (MatIndexArray::value_type index : mindices) {
if (had.find(index) == had.end()) {
indices.push_back(ConvertMeshMultiMaterial(mesh, model, index, node_global_transform, nd));
indices.push_back(ConvertMeshMultiMaterial(mesh, model, index, parent, root_node, absolute_transform));
had.insert(index);
}
}
@ -1228,18 +1261,18 @@ namespace Assimp {
return indices;
}
unsigned int FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry& mesh, const Model& model,
MatIndexArray::value_type index,
const aiMatrix4x4& node_global_transform,
aiNode& nd)
unsigned int FBXConverter::ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model,
MatIndexArray::value_type index,
aiNode *parent, aiNode *root_node,
const aiMatrix4x4 &absolute_transform)
{
aiMesh* const out_mesh = SetupEmptyMesh(mesh, nd);
aiMesh* const out_mesh = SetupEmptyMesh(mesh, parent);
const MatIndexArray& mindices = mesh.GetMaterialIndices();
const std::vector<aiVector3D>& vertices = mesh.GetVertices();
const std::vector<unsigned int>& faces = mesh.GetFaceIndexCounts();
const bool process_weights = doc.Settings().readWeights && mesh.DeformerSkin() != NULL;
const bool process_weights = doc.Settings().readWeights && mesh.DeformerSkin() != nullptr;
unsigned int count_faces = 0;
unsigned int count_vertices = 0;
@ -1299,7 +1332,7 @@ namespace Assimp {
binormals = &tempBinormals;
}
else {
binormals = NULL;
binormals = nullptr;
}
}
@ -1398,7 +1431,7 @@ namespace Assimp {
ConvertMaterialForMesh(out_mesh, model, mesh, index);
if (process_weights) {
ConvertWeights(out_mesh, model, mesh, node_global_transform, index, &reverseMapping);
ConvertWeights(out_mesh, model, mesh, absolute_transform, parent, root_node, index, &reverseMapping);
}
std::vector<aiAnimMesh*> animMeshes;
@ -1448,10 +1481,10 @@ namespace Assimp {
return static_cast<unsigned int>(meshes.size() - 1);
}
void FBXConverter::ConvertWeights(aiMesh* out, const Model& model, const MeshGeometry& geo,
const aiMatrix4x4& node_global_transform,
unsigned int materialIndex,
std::vector<unsigned int>* outputVertStartIndices)
void FBXConverter::ConvertWeights(aiMesh *out, const Model &model, const MeshGeometry &geo,
const aiMatrix4x4 &absolute_transform,
aiNode *parent, aiNode *root_node, unsigned int materialIndex,
std::vector<unsigned int> *outputVertStartIndices)
{
ai_assert(geo.DeformerSkin());
@ -1462,13 +1495,12 @@ namespace Assimp {
const Skin& sk = *geo.DeformerSkin();
std::vector<aiBone*> bones;
bones.reserve(sk.Clusters().size());
const bool no_mat_check = materialIndex == NO_MATERIAL_SEPARATION;
ai_assert(no_mat_check || outputVertStartIndices);
try {
// iterate over the sub deformers
for (const Cluster* cluster : sk.Clusters()) {
ai_assert(cluster);
@ -1482,15 +1514,16 @@ namespace Assimp {
index_out_indices.clear();
out_indices.clear();
// now check if *any* of these weights is contained in the output mesh,
// taking notes so we don't need to do it twice.
for (WeightIndexArray::value_type index : indices) {
unsigned int count = 0;
const unsigned int* const out_idx = geo.ToOutputVertexIndex(index, count);
// ToOutputVertexIndex only returns NULL if index is out of bounds
// ToOutputVertexIndex only returns nullptr if index is out of bounds
// which should never happen
ai_assert(out_idx != NULL);
ai_assert(out_idx != nullptr);
index_out_indices.push_back(no_index_sentinel);
count_out_indices.push_back(0);
@ -1519,68 +1552,107 @@ namespace Assimp {
}
}
}
// if we found at least one, generate the output bones
// XXX this could be heavily simplified by collecting the bone
// data in a single step.
ConvertCluster(bones, model, *cluster, out_indices, index_out_indices,
count_out_indices, node_global_transform);
ConvertCluster(bones, cluster, out_indices, index_out_indices,
count_out_indices, absolute_transform, parent, root_node);
}
bone_map.clear();
}
catch (std::exception&) {
catch (std::exception&e) {
std::for_each(bones.begin(), bones.end(), Util::delete_fun<aiBone>());
throw;
}
if (bones.empty()) {
out->mBones = nullptr;
out->mNumBones = 0;
return;
} else {
out->mBones = new aiBone *[bones.size()]();
out->mNumBones = static_cast<unsigned int>(bones.size());
std::swap_ranges(bones.begin(), bones.end(), out->mBones);
}
out->mBones = new aiBone*[bones.size()]();
out->mNumBones = static_cast<unsigned int>(bones.size());
std::swap_ranges(bones.begin(), bones.end(), out->mBones);
}
void FBXConverter::ConvertCluster(std::vector<aiBone*>& bones, const Model& /*model*/, const Cluster& cl,
std::vector<size_t>& out_indices,
std::vector<size_t>& index_out_indices,
std::vector<size_t>& count_out_indices,
const aiMatrix4x4& node_global_transform)
const aiNode* FBXConverter::GetNodeByName( const aiString& name, aiNode *current_node )
{
aiNode * iter = current_node;
//printf("Child count: %d", iter->mNumChildren);
return iter;
}
aiBone* const bone = new aiBone();
bones.push_back(bone);
void FBXConverter::ConvertCluster(std::vector<aiBone *> &local_mesh_bones, const Cluster *cl,
std::vector<size_t> &out_indices, std::vector<size_t> &index_out_indices,
std::vector<size_t> &count_out_indices, const aiMatrix4x4 &absolute_transform,
aiNode *parent, aiNode *root_node) {
ai_assert(cl); // make sure cluster valid
std::string deformer_name = cl->TargetNode()->Name();
aiString bone_name = aiString(FixNodeName(deformer_name));
bone->mName = FixNodeName(cl.TargetNode()->Name());
aiBone *bone = nullptr;
bone->mOffsetMatrix = cl.TransformLink();
bone->mOffsetMatrix.Inverse();
if (bone_map.count(deformer_name)) {
std::cout << "retrieved bone from lookup " << bone_name.C_Str() << ". Deformer: " << deformer_name
<< std::endl;
bone = bone_map[deformer_name];
} else {
std::cout << "created new bone " << bone_name.C_Str() << ". Deformer: " << deformer_name << std::endl;
bone = new aiBone();
bone->mName = bone_name;
bone->mOffsetMatrix = bone->mOffsetMatrix * node_global_transform;
// store local transform link for post processing
bone->mOffsetMatrix = cl->TransformLink();
bone->mOffsetMatrix.Inverse();
bone->mNumWeights = static_cast<unsigned int>(out_indices.size());
aiVertexWeight* cursor = bone->mWeights = new aiVertexWeight[out_indices.size()];
aiMatrix4x4 matrix = (aiMatrix4x4)absolute_transform;
const size_t no_index_sentinel = std::numeric_limits<size_t>::max();
const WeightArray& weights = cl.GetWeights();
bone->mOffsetMatrix = bone->mOffsetMatrix * matrix; // * mesh_offset
const size_t c = index_out_indices.size();
for (size_t i = 0; i < c; ++i) {
const size_t index_index = index_out_indices[i];
if (index_index == no_index_sentinel) {
continue;
//
// Now calculate the aiVertexWeights
//
aiVertexWeight *cursor = nullptr;
bone->mNumWeights = static_cast<unsigned int>(out_indices.size());
cursor = bone->mWeights = new aiVertexWeight[out_indices.size()];
const size_t no_index_sentinel = std::numeric_limits<size_t>::max();
const WeightArray& weights = cl->GetWeights();
const size_t c = index_out_indices.size();
for (size_t i = 0; i < c; ++i) {
const size_t index_index = index_out_indices[i];
if (index_index == no_index_sentinel) {
continue;
}
const size_t cc = count_out_indices[i];
for (size_t j = 0; j < cc; ++j) {
// cursor runs from first element relative to the start
// or relative to the start of the next indexes.
aiVertexWeight& out_weight = *cursor++;
out_weight.mVertexId = static_cast<unsigned int>(out_indices[index_index + j]);
out_weight.mWeight = weights[i];
}
}
const size_t cc = count_out_indices[i];
for (size_t j = 0; j < cc; ++j) {
aiVertexWeight& out_weight = *cursor++;
out_weight.mVertexId = static_cast<unsigned int>(out_indices[index_index + j]);
out_weight.mWeight = weights[i];
}
bone_map.insert(std::pair<const std::string, aiBone *>(deformer_name, bone));
}
std::cout << "bone research: Indicies size: " << out_indices.size() << std::endl;
// lookup must be populated in case something goes wrong
// this also allocates bones to mesh instance outside
local_mesh_bones.push_back(bone);
}
void FBXConverter::ConvertMaterialForMesh(aiMesh* out, const Model& model, const MeshGeometry& geo,
@ -1710,7 +1782,7 @@ namespace Assimp {
bool textureReady = false; //tells if our texture is ready (if it was loaded or if it was found)
unsigned int index;
VideoMap::const_iterator it = textures_converted.find(media);
VideoMap::const_iterator it = textures_converted.find(*media);
if (it != textures_converted.end()) {
index = (*it).second;
textureReady = true;
@ -1718,7 +1790,7 @@ namespace Assimp {
else {
if (media->ContentLength() > 0) {
index = ConvertVideo(*media);
textures_converted[media] = index;
textures_converted[*media] = index;
textureReady = true;
}
}
@ -2242,13 +2314,13 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
if (media != nullptr && media->ContentLength() > 0) {
unsigned int index;
VideoMap::const_iterator it = textures_converted.find(media);
VideoMap::const_iterator it = textures_converted.find(*media);
if (it != textures_converted.end()) {
index = (*it).second;
}
else {
index = ConvertVideo(*media);
textures_converted[media] = index;
textures_converted[*media] = index;
}
// setup texture reference string (copied from ColladaLoader::FindFilenameForEffectTexture)
@ -2676,7 +2748,7 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
// sanity check whether the input is ok
static void validateAnimCurveNodes(const std::vector<const AnimationCurveNode*>& curves,
bool strictMode) {
const Object* target(NULL);
const Object* target(nullptr);
for (const AnimationCurveNode* node : curves) {
if (!target) {
target = node->Target();
@ -2707,7 +2779,7 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
#ifdef ASSIMP_BUILD_DEBUG
validateAnimCurveNodes(curves, doc.Settings().strictMode);
#endif
const AnimationCurveNode* curve_node = NULL;
const AnimationCurveNode* curve_node = nullptr;
for (const AnimationCurveNode* node : curves) {
ai_assert(node);
@ -2967,7 +3039,7 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
TransformationCompDefaultValue(comp)
);
const float epsilon = 1e-6f;
const float epsilon = Math::getEpsilon<float>();
return (dyn_val - static_val).SquareLength() < epsilon;
}
@ -3555,7 +3627,7 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
ai_assert(!out->mMeshes);
ai_assert(!out->mNumMeshes);
// note: the trailing () ensures initialization with NULL - not
// note: the trailing () ensures initialization with nullptr - not
// many C++ users seem to know this, so pointing it out to avoid
// confusion why this code works.
@ -3602,6 +3674,47 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
}
}
void FBXConverter::ConvertOrphantEmbeddedTextures()
{
// in C++14 it could be:
// for (auto&& [id, object] : objects)
for (auto&& id_and_object : doc.Objects())
{
auto&& id = std::get<0>(id_and_object);
auto&& object = std::get<1>(id_and_object);
// If an object doesn't have parent
if (doc.ConnectionsBySource().count(id) == 0)
{
const Texture* realTexture = nullptr;
try
{
const auto& element = object->GetElement();
const Token& key = element.KeyToken();
const char* obtype = key.begin();
const size_t length = static_cast<size_t>(key.end() - key.begin());
if (strncmp(obtype, "Texture", length) == 0)
{
const Texture* texture = static_cast<const Texture*>(object->Get());
if (texture->Media() && texture->Media()->ContentLength() > 0)
{
realTexture = texture;
}
}
}
catch (...)
{
// do nothing
}
if (realTexture)
{
const Video* media = realTexture->Media();
unsigned int index = ConvertVideo(*media);
textures_converted[*media] = index;
}
}
}
}
// ------------------------------------------------------------------------------------------------
void ConvertToAssimpScene(aiScene* out, const Document& doc, bool removeEmptyBones)
{

View file

@ -76,16 +76,6 @@ namespace Assimp {
namespace FBX {
class Document;
enum class FbxUnit {
cm = 0,
m,
km,
NumUnits,
Undefined
};
/**
* Convert a FBX #Document to #aiScene
* @param out Empty scene to be populated
@ -133,7 +123,7 @@ private:
// ------------------------------------------------------------------------------------------------
// collect and assign child nodes
void ConvertNodes(uint64_t id, aiNode& parent, const aiMatrix4x4& parent_transform = aiMatrix4x4());
void ConvertNodes(uint64_t id, aiNode *parent, aiNode *root_node);
// ------------------------------------------------------------------------------------------------
void ConvertLights(const Model& model, const std::string &orig_name );
@ -189,32 +179,35 @@ private:
void SetupNodeMetadata(const Model& model, aiNode& nd);
// ------------------------------------------------------------------------------------------------
void ConvertModel(const Model& model, aiNode& nd, const aiMatrix4x4& node_global_transform);
void ConvertModel(const Model &model, aiNode *parent, aiNode *root_node,
const aiMatrix4x4 &absolute_transform);
// ------------------------------------------------------------------------------------------------
// MeshGeometry -> aiMesh, return mesh index + 1 or 0 if the conversion failed
std::vector<unsigned int> ConvertMesh(const MeshGeometry& mesh, const Model& model,
const aiMatrix4x4& node_global_transform, aiNode& nd);
std::vector<unsigned int>
ConvertMesh(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node,
const aiMatrix4x4 &absolute_transform);
// ------------------------------------------------------------------------------------------------
std::vector<unsigned int> ConvertLine(const LineGeometry& line, const Model& model,
const aiMatrix4x4& node_global_transform, aiNode& nd);
aiNode *parent, aiNode *root_node);
// ------------------------------------------------------------------------------------------------
aiMesh* SetupEmptyMesh(const Geometry& mesh, aiNode& nd);
aiMesh* SetupEmptyMesh(const Geometry& mesh, aiNode *parent);
// ------------------------------------------------------------------------------------------------
unsigned int ConvertMeshSingleMaterial(const MeshGeometry& mesh, const Model& model,
const aiMatrix4x4& node_global_transform, aiNode& nd);
unsigned int ConvertMeshSingleMaterial(const MeshGeometry &mesh, const Model &model,
const aiMatrix4x4 &absolute_transform, aiNode *parent,
aiNode *root_node);
// ------------------------------------------------------------------------------------------------
std::vector<unsigned int> ConvertMeshMultiMaterial(const MeshGeometry& mesh, const Model& model,
const aiMatrix4x4& node_global_transform, aiNode& nd);
std::vector<unsigned int>
ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node,
const aiMatrix4x4 &absolute_transform);
// ------------------------------------------------------------------------------------------------
unsigned int ConvertMeshMultiMaterial(const MeshGeometry& mesh, const Model& model,
MatIndexArray::value_type index,
const aiMatrix4x4& node_global_transform, aiNode& nd);
unsigned int ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, MatIndexArray::value_type index,
aiNode *parent, aiNode *root_node, const aiMatrix4x4 &absolute_transform);
// ------------------------------------------------------------------------------------------------
static const unsigned int NO_MATERIAL_SEPARATION = /* std::numeric_limits<unsigned int>::max() */
@ -227,17 +220,17 @@ private:
* - outputVertStartIndices is only used when a material index is specified, it gives for
* each output vertex the DOM index it maps to.
*/
void ConvertWeights(aiMesh* out, const Model& model, const MeshGeometry& geo,
const aiMatrix4x4& node_global_transform = aiMatrix4x4(),
unsigned int materialIndex = NO_MATERIAL_SEPARATION,
std::vector<unsigned int>* outputVertStartIndices = NULL);
void ConvertWeights(aiMesh *out, const Model &model, const MeshGeometry &geo, const aiMatrix4x4 &absolute_transform,
aiNode *parent = NULL, aiNode *root_node = NULL,
unsigned int materialIndex = NO_MATERIAL_SEPARATION,
std::vector<unsigned int> *outputVertStartIndices = NULL);
// lookup
static const aiNode* GetNodeByName( const aiString& name, aiNode *current_node );
// ------------------------------------------------------------------------------------------------
void ConvertCluster(std::vector<aiBone*>& bones, const Model& /*model*/, const Cluster& cl,
std::vector<size_t>& out_indices,
std::vector<size_t>& index_out_indices,
std::vector<size_t>& count_out_indices,
const aiMatrix4x4& node_global_transform);
void ConvertCluster(std::vector<aiBone *> &local_mesh_bones, const Cluster *cl,
std::vector<size_t> &out_indices, std::vector<size_t> &index_out_indices,
std::vector<size_t> &count_out_indices, const aiMatrix4x4 &absolute_transform,
aiNode *parent, aiNode *root_node);
// ------------------------------------------------------------------------------------------------
void ConvertMaterialForMesh(aiMesh* out, const Model& model, const MeshGeometry& geo,
@ -434,6 +427,10 @@ private:
// copy generated meshes, animations, lights, cameras and textures to the output scene
void TransferDataToScene();
// ------------------------------------------------------------------------------------------------
// FBX file could have embedded textures not connected to anything
void ConvertOrphantEmbeddedTextures();
private:
// 0: not assigned yet, others: index is value - 1
unsigned int defaultMaterialIndex;
@ -445,28 +442,47 @@ private:
std::vector<aiCamera*> cameras;
std::vector<aiTexture*> textures;
using MaterialMap = std::map<const Material*, unsigned int>;
using MaterialMap = std::fbx_unordered_map<const Material*, unsigned int>;
MaterialMap materials_converted;
using VideoMap = std::map<const Video*, unsigned int>;
using VideoMap = std::fbx_unordered_map<const Video, unsigned int>;
VideoMap textures_converted;
using MeshMap = std::map<const Geometry*, std::vector<unsigned int> >;
using MeshMap = std::fbx_unordered_map<const Geometry*, std::vector<unsigned int> >;
MeshMap meshes_converted;
// fixed node name -> which trafo chain components have animations?
using NodeAnimBitMap = std::map<std::string, unsigned int> ;
using NodeAnimBitMap = std::fbx_unordered_map<std::string, unsigned int> ;
NodeAnimBitMap node_anim_chain_bits;
// number of nodes with the same name
using NodeNameCache = std::unordered_map<std::string, unsigned int>;
using NodeNameCache = std::fbx_unordered_map<std::string, unsigned int>;
NodeNameCache mNodeNames;
// Deformer name is not the same as a bone name - it does contain the bone name though :)
// Deformer names in FBX are always unique in an FBX file.
std::map<const std::string, aiBone *> bone_map;
double anim_fps;
aiScene* const out;
const FBX::Document& doc;
FbxUnit mCurrentUnit;
static void BuildBoneList(aiNode *current_node, const aiNode *root_node, const aiScene *scene,
std::vector<aiBone*>& bones);
void BuildBoneStack(aiNode *current_node, const aiNode *root_node, const aiScene *scene,
const std::vector<aiBone *> &bones,
std::map<aiBone *, aiNode *> &bone_stack,
std::vector<aiNode*> &node_stack );
static void BuildNodeList(aiNode *current_node, std::vector<aiNode *> &nodes);
static aiNode *GetNodeFromStack(const aiString &node_name, std::vector<aiNode *> &nodes);
static aiNode *GetArmatureRoot(aiNode *bone_node, std::vector<aiBone*> &bone_list);
static bool IsBoneNode(const aiString &bone_name, std::vector<aiBone *> &bones);
};
}

View file

@ -637,6 +637,20 @@ public:
return ptr;
}
bool operator==(const Video& other) const
{
return (
type == other.type
&& relativeFileName == other.relativeFileName
&& fileName == other.fileName
);
}
bool operator<(const Video& other) const
{
return std::tie(type, relativeFileName, fileName) < std::tie(other.type, other.relativeFileName, other.fileName);
}
private:
std::string type;
std::string relativeFileName;
@ -1005,10 +1019,10 @@ public:
// during their entire lifetime (Document). FBX files have
// up to many thousands of objects (most of which we never use),
// so the memory overhead for them should be kept at a minimum.
typedef std::map<uint64_t, LazyObject*> ObjectMap;
typedef std::fbx_unordered_map<uint64_t, LazyObject*> ObjectMap;
typedef std::fbx_unordered_map<std::string, std::shared_ptr<const PropertyTable> > PropertyTemplateMap;
typedef std::multimap<uint64_t, const Connection*> ConnectionMap;
typedef std::fbx_unordered_multimap<uint64_t, const Connection*> ConnectionMap;
/** DOM class for global document settings, a single instance per document can
* be accessed via Document.Globals(). */
@ -1177,4 +1191,25 @@ private:
} // Namespace FBX
} // Namespace Assimp
namespace std
{
template <>
struct hash<const Assimp::FBX::Video>
{
std::size_t operator()(const Assimp::FBX::Video& video) const
{
using std::size_t;
using std::hash;
using std::string;
size_t res = 17;
res = res * 31 + hash<string>()(video.Name());
res = res * 31 + hash<string>()(video.RelativeFilename());
res = res * 31 + hash<string>()(video.Type());
return res;
}
};
}
#endif // INCLUDED_AI_FBX_DOCUMENT_H

View file

@ -59,11 +59,7 @@ namespace FBX {
FBXExportProperty::FBXExportProperty(bool v)
: type('C')
, data(1) {
data = {
uint8_t(v)
};
}
, data(1, uint8_t(v)) {}
FBXExportProperty::FBXExportProperty(int16_t v)
: type('Y')

View file

@ -67,6 +67,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <vector>
#include <array>
#include <unordered_set>
#include <numeric>
// RESOURCES:
// https://code.blender.org/2013/08/fbx-binary-file-format-specification/
@ -1005,6 +1006,9 @@ void FBXExporter::WriteObjects ()
object_node.EndProperties(outstream, binary, indent);
object_node.BeginChildren(outstream, binary, indent);
bool bJoinIdenticalVertices = mProperties->GetPropertyBool("bJoinIdenticalVertices", true);
std::vector<std::vector<int32_t>> vVertexIndice;//save vertex_indices as it is needed later
// geometry (aiMesh)
mesh_uids.clear();
indent = 1;
@ -1031,21 +1035,35 @@ void FBXExporter::WriteObjects ()
std::vector<int32_t> vertex_indices;
// map of vertex value to its index in the data vector
std::map<aiVector3D,size_t> index_by_vertex_value;
int32_t index = 0;
for (size_t vi = 0; vi < m->mNumVertices; ++vi) {
aiVector3D vtx = m->mVertices[vi];
auto elem = index_by_vertex_value.find(vtx);
if (elem == index_by_vertex_value.end()) {
vertex_indices.push_back(index);
index_by_vertex_value[vtx] = index;
flattened_vertices.push_back(vtx[0]);
flattened_vertices.push_back(vtx[1]);
flattened_vertices.push_back(vtx[2]);
++index;
} else {
vertex_indices.push_back(int32_t(elem->second));
if(bJoinIdenticalVertices){
int32_t index = 0;
for (size_t vi = 0; vi < m->mNumVertices; ++vi) {
aiVector3D vtx = m->mVertices[vi];
auto elem = index_by_vertex_value.find(vtx);
if (elem == index_by_vertex_value.end()) {
vertex_indices.push_back(index);
index_by_vertex_value[vtx] = index;
flattened_vertices.push_back(vtx[0]);
flattened_vertices.push_back(vtx[1]);
flattened_vertices.push_back(vtx[2]);
++index;
} else {
vertex_indices.push_back(int32_t(elem->second));
}
}
}
else { // do not join vertex, respect the export flag
vertex_indices.resize(m->mNumVertices);
std::iota(vertex_indices.begin(), vertex_indices.end(), 0);
for(unsigned int v = 0; v < m->mNumVertices; ++ v) {
aiVector3D vtx = m->mVertices[v];
flattened_vertices.push_back(vtx.x);
flattened_vertices.push_back(vtx.y);
flattened_vertices.push_back(vtx.z);
}
}
vVertexIndice.push_back(vertex_indices);
FBX::Node::WritePropertyNode(
"Vertices", flattened_vertices, outstream, binary, indent
);
@ -1116,6 +1134,51 @@ void FBXExporter::WriteObjects ()
normals.End(outstream, binary, indent, true);
}
// colors, if any
// TODO only one color channel currently
const int32_t colorChannelIndex = 0;
if (m->HasVertexColors(colorChannelIndex)) {
FBX::Node vertexcolors("LayerElementColor", int32_t(colorChannelIndex));
vertexcolors.Begin(outstream, binary, indent);
vertexcolors.DumpProperties(outstream, binary, indent);
vertexcolors.EndProperties(outstream, binary, indent);
vertexcolors.BeginChildren(outstream, binary, indent);
indent = 3;
FBX::Node::WritePropertyNode(
"Version", int32_t(101), outstream, binary, indent
);
char layerName[8];
sprintf(layerName, "COLOR_%d", colorChannelIndex);
FBX::Node::WritePropertyNode(
"Name", (const char*)layerName, outstream, binary, indent
);
FBX::Node::WritePropertyNode(
"MappingInformationType", "ByPolygonVertex",
outstream, binary, indent
);
FBX::Node::WritePropertyNode(
"ReferenceInformationType", "Direct",
outstream, binary, indent
);
std::vector<double> color_data;
color_data.reserve(4 * polygon_data.size());
for (size_t fi = 0; fi < m->mNumFaces; ++fi) {
const aiFace &f = m->mFaces[fi];
for (size_t pvi = 0; pvi < f.mNumIndices; ++pvi) {
const aiColor4D &c = m->mColors[colorChannelIndex][f.mIndices[pvi]];
color_data.push_back(c.r);
color_data.push_back(c.g);
color_data.push_back(c.b);
color_data.push_back(c.a);
}
}
FBX::Node::WritePropertyNode(
"Colors", color_data, outstream, binary, indent
);
indent = 2;
vertexcolors.End(outstream, binary, indent, true);
}
// uvs, if any
for (size_t uvi = 0; uvi < m->GetNumUVChannels(); ++uvi) {
if (m->mNumUVComponents[uvi] > 2) {
@ -1209,6 +1272,11 @@ void FBXExporter::WriteObjects ()
le.AddChild("Type", "LayerElementNormal");
le.AddChild("TypedIndex", int32_t(0));
layer.AddChild(le);
// TODO only 1 color channel currently
le = FBX::Node("LayerElement");
le.AddChild("Type", "LayerElementColor");
le.AddChild("TypedIndex", int32_t(0));
layer.AddChild(le);
le = FBX::Node("LayerElement");
le.AddChild("Type", "LayerElementMaterial");
le.AddChild("TypedIndex", int32_t(0));
@ -1221,7 +1289,7 @@ void FBXExporter::WriteObjects ()
for(unsigned int lr = 1; lr < m->GetNumUVChannels(); ++ lr)
{
FBX::Node layerExtra("Layer", int32_t(1));
FBX::Node layerExtra("Layer", int32_t(lr));
layerExtra.AddChild("Version", int32_t(100));
FBX::Node leExtra("LayerElement");
leExtra.AddChild("Type", "LayerElementUV");
@ -1748,28 +1816,8 @@ void FBXExporter::WriteObjects ()
// connect it
connections.emplace_back("C", "OO", deformer_uid, mesh_uids[mi]);
// we will be indexing by vertex...
// but there might be a different number of "vertices"
// between assimp and our output FBX.
// this code is cut-and-pasted from the geometry section above...
// ideally this should not be so.
// ---
// index of original vertex in vertex data vector
std::vector<int32_t> vertex_indices;
// map of vertex value to its index in the data vector
std::map<aiVector3D,size_t> index_by_vertex_value;
int32_t index = 0;
for (size_t vi = 0; vi < m->mNumVertices; ++vi) {
aiVector3D vtx = m->mVertices[vi];
auto elem = index_by_vertex_value.find(vtx);
if (elem == index_by_vertex_value.end()) {
vertex_indices.push_back(index);
index_by_vertex_value[vtx] = index;
++index;
} else {
vertex_indices.push_back(int32_t(elem->second));
}
}
//computed before
std::vector<int32_t>& vertex_indices = vVertexIndice[mi];
// TODO, FIXME: this won't work if anything is not in the bind pose.
// for now if such a situation is detected, we throw an exception.
@ -2435,7 +2483,7 @@ void FBXExporter::WriteModelNodes(
void FBXExporter::WriteAnimationCurveNode(
StreamWriterLE& outstream,
int64_t uid,
std::string name, // "T", "R", or "S"
const std::string& name, // "T", "R", or "S"
aiVector3D default_value,
std::string property_name, // "Lcl Translation" etc
int64_t layer_uid,

View file

@ -156,7 +156,7 @@ namespace Assimp
void WriteAnimationCurveNode(
StreamWriterLE& outstream,
int64_t uid,
std::string name, // "T", "R", or "S"
const std::string& name, // "T", "R", or "S"
aiVector3D default_value,
std::string property_name, // "Lcl Translation" etc
int64_t animation_layer_uid,

View file

@ -48,26 +48,26 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "FBXImporter.h"
#include "FBXTokenizer.h"
#include "FBXParser.h"
#include "FBXUtil.h"
#include "FBXDocument.h"
#include "FBXConverter.h"
#include "FBXDocument.h"
#include "FBXParser.h"
#include "FBXTokenizer.h"
#include "FBXUtil.h"
#include <assimp/StreamReader.h>
#include <assimp/MemoryIOWrapper.h>
#include <assimp/Importer.hpp>
#include <assimp/StreamReader.h>
#include <assimp/importerdesc.h>
#include <assimp/Importer.hpp>
namespace Assimp {
template<>
const char* LogFunctions<FBXImporter>::Prefix() {
static auto prefix = "FBX: ";
return prefix;
template <>
const char *LogFunctions<FBXImporter>::Prefix() {
static auto prefix = "FBX: ";
return prefix;
}
}
} // namespace Assimp
using namespace Assimp;
using namespace Assimp::Formatter;
@ -76,136 +76,123 @@ using namespace Assimp::FBX;
namespace {
static const aiImporterDesc desc = {
"Autodesk FBX Importer",
"",
"",
"",
aiImporterFlags_SupportTextFlavour,
0,
0,
0,
0,
"fbx"
"Autodesk FBX Importer",
"",
"",
"",
aiImporterFlags_SupportTextFlavour,
0,
0,
0,
0,
"fbx"
};
}
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by #Importer
FBXImporter::FBXImporter()
{
FBXImporter::FBXImporter() {
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
FBXImporter::~FBXImporter()
{
FBXImporter::~FBXImporter() {
}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool FBXImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
const std::string& extension = GetExtension(pFile);
if (extension == std::string( desc.mFileExtensions ) ) {
return true;
}
bool FBXImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const {
const std::string &extension = GetExtension(pFile);
if (extension == std::string(desc.mFileExtensions)) {
return true;
}
else if ((!extension.length() || checkSig) && pIOHandler) {
// at least ASCII-FBX files usually have a 'FBX' somewhere in their head
const char* tokens[] = {"fbx"};
return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
}
return false;
else if ((!extension.length() || checkSig) && pIOHandler) {
// at least ASCII-FBX files usually have a 'FBX' somewhere in their head
const char *tokens[] = { "fbx" };
return SearchFileHeaderForToken(pIOHandler, pFile, tokens, 1);
}
return false;
}
// ------------------------------------------------------------------------------------------------
// List all extensions handled by this loader
const aiImporterDesc* FBXImporter::GetInfo () const
{
return &desc;
const aiImporterDesc *FBXImporter::GetInfo() const {
return &desc;
}
// ------------------------------------------------------------------------------------------------
// Setup configuration properties for the loader
void FBXImporter::SetupProperties(const Importer* pImp)
{
settings.readAllLayers = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS, true);
settings.readAllMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS, false);
settings.readMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_MATERIALS, true);
settings.readTextures = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_TEXTURES, true);
settings.readCameras = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_CAMERAS, true);
settings.readLights = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_LIGHTS, true);
settings.readAnimations = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ANIMATIONS, true);
settings.strictMode = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_STRICT_MODE, false);
settings.preservePivots = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, true);
settings.optimizeEmptyAnimationCurves = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES, true);
settings.useLegacyEmbeddedTextureNaming = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING, false);
settings.removeEmptyBones = pImp->GetPropertyBool(AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES, true);
settings.convertToMeters = pImp->GetPropertyBool(AI_CONFIG_FBX_CONVERT_TO_M, false);
void FBXImporter::SetupProperties(const Importer *pImp) {
settings.readAllLayers = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS, true);
settings.readAllMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS, false);
settings.readMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_MATERIALS, true);
settings.readTextures = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_TEXTURES, true);
settings.readCameras = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_CAMERAS, true);
settings.readLights = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_LIGHTS, true);
settings.readAnimations = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ANIMATIONS, true);
settings.strictMode = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_STRICT_MODE, false);
settings.preservePivots = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, true);
settings.optimizeEmptyAnimationCurves = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES, true);
settings.useLegacyEmbeddedTextureNaming = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING, false);
settings.removeEmptyBones = pImp->GetPropertyBool(AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES, true);
settings.convertToMeters = pImp->GetPropertyBool(AI_CONFIG_FBX_CONVERT_TO_M, false);
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void FBXImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
{
std::unique_ptr<IOStream> stream(pIOHandler->Open(pFile,"rb"));
if (!stream) {
ThrowException("Could not open file for reading");
}
void FBXImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
std::unique_ptr<IOStream> stream(pIOHandler->Open(pFile, "rb"));
if (!stream) {
ThrowException("Could not open file for reading");
}
// read entire file into memory - no streaming for this, fbx
// files can grow large, but the assimp output data structure
// then becomes very large, too. Assimp doesn't support
// streaming for its output data structures so the net win with
// streaming input data would be very low.
std::vector<char> contents;
contents.resize(stream->FileSize()+1);
stream->Read( &*contents.begin(), 1, contents.size()-1 );
contents[ contents.size() - 1 ] = 0;
const char* const begin = &*contents.begin();
// read entire file into memory - no streaming for this, fbx
// files can grow large, but the assimp output data structure
// then becomes very large, too. Assimp doesn't support
// streaming for its output data structures so the net win with
// streaming input data would be very low.
std::vector<char> contents;
contents.resize(stream->FileSize() + 1);
stream->Read(&*contents.begin(), 1, contents.size() - 1);
contents[contents.size() - 1] = 0;
const char *const begin = &*contents.begin();
// broadphase tokenizing pass in which we identify the core
// syntax elements of FBX (brackets, commas, key:value mappings)
TokenList tokens;
try {
// broadphase tokenizing pass in which we identify the core
// syntax elements of FBX (brackets, commas, key:value mappings)
TokenList tokens;
try {
bool is_binary = false;
if (!strncmp(begin,"Kaydara FBX Binary",18)) {
is_binary = true;
TokenizeBinary(tokens,begin,contents.size());
}
else {
Tokenize(tokens,begin);
}
bool is_binary = false;
if (!strncmp(begin, "Kaydara FBX Binary", 18)) {
is_binary = true;
TokenizeBinary(tokens, begin, contents.size());
} else {
Tokenize(tokens, begin);
}
// use this information to construct a very rudimentary
// parse-tree representing the FBX scope structure
Parser parser(tokens, is_binary);
// use this information to construct a very rudimentary
// parse-tree representing the FBX scope structure
Parser parser(tokens, is_binary);
// take the raw parse-tree and convert it to a FBX DOM
Document doc(parser,settings);
// take the raw parse-tree and convert it to a FBX DOM
Document doc(parser, settings);
FbxUnit unit(FbxUnit::cm);
if (settings.convertToMeters) {
unit = FbxUnit::m;
}
// convert the FBX DOM to aiScene
ConvertToAssimpScene(pScene, doc, settings.removeEmptyBones);
// convert the FBX DOM to aiScene
ConvertToAssimpScene(pScene, doc, settings.removeEmptyBones);
// size relative to cm
float size_relative_to_cm = doc.GlobalSettings().UnitScaleFactor();
// size relative to cm
float size_relative_to_cm = doc.GlobalSettings().UnitScaleFactor();
// Set FBX file scale is relative to CM must be converted to M for
// assimp universal format (M)
SetFileScale(size_relative_to_cm * 0.01f);
// Set FBX file scale is relative to CM must be converted to M for
// assimp universal format (M)
SetFileScale( size_relative_to_cm * 0.01f);
std::for_each(tokens.begin(),tokens.end(),Util::delete_fun<Token>());
}
catch(std::exception&) {
std::for_each(tokens.begin(),tokens.end(),Util::delete_fun<Token>());
throw;
}
std::for_each(tokens.begin(), tokens.end(), Util::delete_fun<Token>());
} catch (std::exception &) {
std::for_each(tokens.begin(), tokens.end(), Util::delete_fun<Token>());
throw;
}
}
#endif // !ASSIMP_BUILD_NO_FBX_IMPORTER

View file

@ -610,11 +610,11 @@ void MeshGeometry::ReadVertexDataMaterials(std::vector<int>& materials_out, cons
const std::string& ReferenceInformationType)
{
const size_t face_count = m_faces.size();
if(face_count <= 0)
if( 0 == face_count )
{
return;
}
// materials are handled separately. First of all, they are assigned per-face
// and not per polyvert. Secondly, ReferenceInformationType=IndexToDirect
// has a slightly different meaning for materials.
@ -625,16 +625,14 @@ void MeshGeometry::ReadVertexDataMaterials(std::vector<int>& materials_out, cons
if (materials_out.empty()) {
FBXImporter::LogError(Formatter::format("expected material index, ignoring"));
return;
}
else if (materials_out.size() > 1) {
} else if (materials_out.size() > 1) {
FBXImporter::LogWarn(Formatter::format("expected only a single material index, ignoring all except the first one"));
materials_out.clear();
}
materials_out.resize(m_vertices.size());
std::fill(materials_out.begin(), materials_out.end(), materials_out.at(0));
}
else if (MappingInformationType == "ByPolygon" && ReferenceInformationType == "IndexToDirect") {
} else if (MappingInformationType == "ByPolygon" && ReferenceInformationType == "IndexToDirect") {
materials_out.resize(face_count);
if(materials_out.size() != face_count) {
@ -643,18 +641,16 @@ void MeshGeometry::ReadVertexDataMaterials(std::vector<int>& materials_out, cons
);
return;
}
}
else {
} else {
FBXImporter::LogError(Formatter::format("ignoring material assignments, access type not implemented: ")
<< MappingInformationType << "," << ReferenceInformationType);
}
}
// ------------------------------------------------------------------------------------------------
ShapeGeometry::ShapeGeometry(uint64_t id, const Element& element, const std::string& name, const Document& doc)
: Geometry(id, element, name, doc)
{
const Scope* sc = element.Compound();
if (!sc) {
: Geometry(id, element, name, doc) {
const Scope *sc = element.Compound();
if (nullptr == sc) {
DOMError("failed to read Geometry object (class: Shape), no data scope found");
}
const Element& Indexes = GetRequiredElement(*sc, "Indexes", &element);

View file

@ -1,83 +0,0 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#pragma once
#ifndef MMD_CPP14_H
#define MMD_CPP14_H
#include <cstddef>
#include <memory>
#include <type_traits>
#include <utility>
namespace mmd {
template<class T> struct _Unique_if {
typedef std::unique_ptr<T> _Single_object;
};
template<class T> struct _Unique_if<T[]> {
typedef std::unique_ptr<T[]> _Unknown_bound;
};
template<class T, size_t N> struct _Unique_if<T[N]> {
typedef void _Known_bound;
};
template<class T, class... Args>
typename _Unique_if<T>::_Single_object
make_unique(Args&&... args) {
return std::unique_ptr<T>(new T(std::forward<Args>(args)...));
}
template<class T>
typename _Unique_if<T>::_Unknown_bound
make_unique(size_t n) {
typedef typename std::remove_extent<T>::type U;
return std::unique_ptr<T>(new U[n]());
}
template<class T, class... Args>
typename _Unique_if<T>::_Known_bound
make_unique(Args&&...) = delete;
}
#endif

View file

@ -1,372 +0,0 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2016, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#ifndef ASSIMP_BUILD_NO_MMD_IMPORTER
#include "MMD/MMDImporter.h"
#include "MMD/MMDPmdParser.h"
#include "MMD/MMDPmxParser.h"
#include "MMD/MMDVmdParser.h"
#include "PostProcessing/ConvertToLHProcess.h"
#include <assimp/DefaultIOSystem.h>
#include <assimp/Importer.hpp>
#include <assimp/ai_assert.h>
#include <assimp/scene.h>
#include <fstream>
#include <iomanip>
#include <memory>
static const aiImporterDesc desc = {"MMD Importer",
"",
"",
"surfaces supported?",
aiImporterFlags_SupportTextFlavour,
0,
0,
0,
0,
"pmx"};
namespace Assimp {
using namespace std;
// ------------------------------------------------------------------------------------------------
// Default constructor
MMDImporter::MMDImporter()
: m_Buffer()
, m_strAbsPath("") {
DefaultIOSystem io;
m_strAbsPath = io.getOsSeparator();
}
// ------------------------------------------------------------------------------------------------
// Destructor.
MMDImporter::~MMDImporter() {
// empty
}
// ------------------------------------------------------------------------------------------------
// Returns true, if file is an pmx file.
bool MMDImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler,
bool checkSig) const {
if (!checkSig) // Check File Extension
{
return SimpleExtensionCheck(pFile, "pmx");
} else // Check file Header
{
static const char *pTokens[] = {"PMX "};
return BaseImporter::SearchFileHeaderForToken(pIOHandler, pFile, pTokens, 1);
}
}
// ------------------------------------------------------------------------------------------------
const aiImporterDesc *MMDImporter::GetInfo() const { return &desc; }
// ------------------------------------------------------------------------------------------------
// MMD import implementation
void MMDImporter::InternReadFile(const std::string &file, aiScene *pScene,
IOSystem * /*pIOHandler*/) {
// Read file by istream
std::filebuf fb;
if (!fb.open(file, std::ios::in | std::ios::binary)) {
throw DeadlyImportError("Failed to open file " + file + ".");
}
std::istream fileStream(&fb);
// Get the file-size and validate it, throwing an exception when fails
fileStream.seekg(0, fileStream.end);
size_t fileSize = static_cast<size_t>(fileStream.tellg());
fileStream.seekg(0, fileStream.beg);
if (fileSize < sizeof(pmx::PmxModel)) {
throw DeadlyImportError(file + " is too small.");
}
pmx::PmxModel model;
model.Read(&fileStream);
CreateDataFromImport(&model, pScene);
}
// ------------------------------------------------------------------------------------------------
void MMDImporter::CreateDataFromImport(const pmx::PmxModel *pModel,
aiScene *pScene) {
if (pModel == NULL) {
return;
}
aiNode *pNode = new aiNode;
if (!pModel->model_name.empty()) {
pNode->mName.Set(pModel->model_name);
}
pScene->mRootNode = pNode;
pNode = new aiNode;
pScene->mRootNode->addChildren(1, &pNode);
pNode->mName.Set(string(pModel->model_name) + string("_mesh"));
// split mesh by materials
pNode->mNumMeshes = pModel->material_count;
pNode->mMeshes = new unsigned int[pNode->mNumMeshes];
for (unsigned int index = 0; index < pNode->mNumMeshes; index++) {
pNode->mMeshes[index] = index;
}
pScene->mNumMeshes = pModel->material_count;
pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
for (unsigned int i = 0, indexStart = 0; i < pScene->mNumMeshes; i++) {
const int indexCount = pModel->materials[i].index_count;
pScene->mMeshes[i] = CreateMesh(pModel, indexStart, indexCount);
pScene->mMeshes[i]->mName = pModel->materials[i].material_name;
pScene->mMeshes[i]->mMaterialIndex = i;
indexStart += indexCount;
}
// create node hierarchy for bone position
std::unique_ptr<aiNode *[]> ppNode(new aiNode *[pModel->bone_count]);
for (auto i = 0; i < pModel->bone_count; i++) {
ppNode[i] = new aiNode(pModel->bones[i].bone_name);
}
for (auto i = 0; i < pModel->bone_count; i++) {
const pmx::PmxBone &bone = pModel->bones[i];
if (bone.parent_index < 0) {
pScene->mRootNode->addChildren(1, ppNode.get() + i);
} else {
ppNode[bone.parent_index]->addChildren(1, ppNode.get() + i);
aiVector3D v3 = aiVector3D(
bone.position[0] - pModel->bones[bone.parent_index].position[0],
bone.position[1] - pModel->bones[bone.parent_index].position[1],
bone.position[2] - pModel->bones[bone.parent_index].position[2]);
aiMatrix4x4::Translation(v3, ppNode[i]->mTransformation);
}
}
// create materials
pScene->mNumMaterials = pModel->material_count;
pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials];
for (unsigned int i = 0; i < pScene->mNumMaterials; i++) {
pScene->mMaterials[i] = CreateMaterial(&pModel->materials[i], pModel);
}
// Convert everything to OpenGL space
MakeLeftHandedProcess convertProcess;
convertProcess.Execute(pScene);
FlipUVsProcess uvFlipper;
uvFlipper.Execute(pScene);
FlipWindingOrderProcess windingFlipper;
windingFlipper.Execute(pScene);
}
// ------------------------------------------------------------------------------------------------
aiMesh *MMDImporter::CreateMesh(const pmx::PmxModel *pModel,
const int indexStart, const int indexCount) {
aiMesh *pMesh = new aiMesh;
pMesh->mNumVertices = indexCount;
pMesh->mNumFaces = indexCount / 3;
pMesh->mFaces = new aiFace[pMesh->mNumFaces];
const int numIndices = 3; // triangular face
for (unsigned int index = 0; index < pMesh->mNumFaces; index++) {
pMesh->mFaces[index].mNumIndices = numIndices;
unsigned int *indices = new unsigned int[numIndices];
indices[0] = numIndices * index;
indices[1] = numIndices * index + 1;
indices[2] = numIndices * index + 2;
pMesh->mFaces[index].mIndices = indices;
}
pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
pMesh->mTextureCoords[0] = new aiVector3D[pMesh->mNumVertices];
pMesh->mNumUVComponents[0] = 2;
// additional UVs
for (int i = 1; i <= pModel->setting.uv; i++) {
pMesh->mTextureCoords[i] = new aiVector3D[pMesh->mNumVertices];
pMesh->mNumUVComponents[i] = 4;
}
map<int, vector<aiVertexWeight>> bone_vertex_map;
// fill in contents and create bones
for (int index = 0; index < indexCount; index++) {
const pmx::PmxVertex *v =
&pModel->vertices[pModel->indices[indexStart + index]];
const float *position = v->position;
pMesh->mVertices[index].Set(position[0], position[1], position[2]);
const float *normal = v->normal;
pMesh->mNormals[index].Set(normal[0], normal[1], normal[2]);
pMesh->mTextureCoords[0][index].x = v->uv[0];
pMesh->mTextureCoords[0][index].y = v->uv[1];
for (int i = 1; i <= pModel->setting.uv; i++) {
// TODO: wrong here? use quaternion transform?
pMesh->mTextureCoords[i][index].x = v->uva[i][0];
pMesh->mTextureCoords[i][index].y = v->uva[i][1];
}
// handle bone map
const auto vsBDEF1_ptr =
dynamic_cast<pmx::PmxVertexSkinningBDEF1 *>(v->skinning.get());
const auto vsBDEF2_ptr =
dynamic_cast<pmx::PmxVertexSkinningBDEF2 *>(v->skinning.get());
const auto vsBDEF4_ptr =
dynamic_cast<pmx::PmxVertexSkinningBDEF4 *>(v->skinning.get());
const auto vsSDEF_ptr =
dynamic_cast<pmx::PmxVertexSkinningSDEF *>(v->skinning.get());
switch (v->skinning_type) {
case pmx::PmxVertexSkinningType::BDEF1:
bone_vertex_map[vsBDEF1_ptr->bone_index].push_back(
aiVertexWeight(index, 1.0));
break;
case pmx::PmxVertexSkinningType::BDEF2:
bone_vertex_map[vsBDEF2_ptr->bone_index1].push_back(
aiVertexWeight(index, vsBDEF2_ptr->bone_weight));
bone_vertex_map[vsBDEF2_ptr->bone_index2].push_back(
aiVertexWeight(index, 1.0f - vsBDEF2_ptr->bone_weight));
break;
case pmx::PmxVertexSkinningType::BDEF4:
bone_vertex_map[vsBDEF4_ptr->bone_index1].push_back(
aiVertexWeight(index, vsBDEF4_ptr->bone_weight1));
bone_vertex_map[vsBDEF4_ptr->bone_index2].push_back(
aiVertexWeight(index, vsBDEF4_ptr->bone_weight2));
bone_vertex_map[vsBDEF4_ptr->bone_index3].push_back(
aiVertexWeight(index, vsBDEF4_ptr->bone_weight3));
bone_vertex_map[vsBDEF4_ptr->bone_index4].push_back(
aiVertexWeight(index, vsBDEF4_ptr->bone_weight4));
break;
case pmx::PmxVertexSkinningType::SDEF: // TODO: how to use sdef_c, sdef_r0,
// sdef_r1?
bone_vertex_map[vsSDEF_ptr->bone_index1].push_back(
aiVertexWeight(index, vsSDEF_ptr->bone_weight));
bone_vertex_map[vsSDEF_ptr->bone_index2].push_back(
aiVertexWeight(index, 1.0f - vsSDEF_ptr->bone_weight));
break;
case pmx::PmxVertexSkinningType::QDEF:
const auto vsQDEF_ptr =
dynamic_cast<pmx::PmxVertexSkinningQDEF *>(v->skinning.get());
bone_vertex_map[vsQDEF_ptr->bone_index1].push_back(
aiVertexWeight(index, vsQDEF_ptr->bone_weight1));
bone_vertex_map[vsQDEF_ptr->bone_index2].push_back(
aiVertexWeight(index, vsQDEF_ptr->bone_weight2));
bone_vertex_map[vsQDEF_ptr->bone_index3].push_back(
aiVertexWeight(index, vsQDEF_ptr->bone_weight3));
bone_vertex_map[vsQDEF_ptr->bone_index4].push_back(
aiVertexWeight(index, vsQDEF_ptr->bone_weight4));
break;
}
}
// make all bones for each mesh
// assign bone weights to skinned bones (otherwise just initialize)
auto bone_ptr_ptr = new aiBone *[pModel->bone_count];
pMesh->mNumBones = pModel->bone_count;
pMesh->mBones = bone_ptr_ptr;
for (auto ii = 0; ii < pModel->bone_count; ++ii) {
auto pBone = new aiBone;
const auto &pmxBone = pModel->bones[ii];
pBone->mName = pmxBone.bone_name;
aiVector3D pos(pmxBone.position[0], pmxBone.position[1], pmxBone.position[2]);
aiMatrix4x4::Translation(-pos, pBone->mOffsetMatrix);
auto it = bone_vertex_map.find(ii);
if (it != bone_vertex_map.end()) {
pBone->mNumWeights = static_cast<unsigned int>(it->second.size());
pBone->mWeights = new aiVertexWeight[pBone->mNumWeights];
for (unsigned int j = 0; j < pBone->mNumWeights; j++) {
pBone->mWeights[j] = it->second[j];
}
}
bone_ptr_ptr[ii] = pBone;
}
return pMesh;
}
// ------------------------------------------------------------------------------------------------
aiMaterial *MMDImporter::CreateMaterial(const pmx::PmxMaterial *pMat,
const pmx::PmxModel *pModel) {
aiMaterial *mat = new aiMaterial();
aiString name(pMat->material_english_name);
mat->AddProperty(&name, AI_MATKEY_NAME);
aiColor3D diffuse(pMat->diffuse[0], pMat->diffuse[1], pMat->diffuse[2]);
mat->AddProperty(&diffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
aiColor3D specular(pMat->specular[0], pMat->specular[1], pMat->specular[2]);
mat->AddProperty(&specular, 1, AI_MATKEY_COLOR_SPECULAR);
aiColor3D ambient(pMat->ambient[0], pMat->ambient[1], pMat->ambient[2]);
mat->AddProperty(&ambient, 1, AI_MATKEY_COLOR_AMBIENT);
float opacity = pMat->diffuse[3];
mat->AddProperty(&opacity, 1, AI_MATKEY_OPACITY);
float shininess = pMat->specularlity;
mat->AddProperty(&shininess, 1, AI_MATKEY_SHININESS_STRENGTH);
if(pMat->diffuse_texture_index >= 0) {
aiString texture_path(pModel->textures[pMat->diffuse_texture_index]);
mat->AddProperty(&texture_path, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
}
int mapping_uvwsrc = 0;
mat->AddProperty(&mapping_uvwsrc, 1,
AI_MATKEY_UVWSRC(aiTextureType_DIFFUSE, 0));
return mat;
}
// ------------------------------------------------------------------------------------------------
} // Namespace Assimp
#endif // !! ASSIMP_BUILD_NO_MMD_IMPORTER

View file

@ -1,96 +0,0 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2016, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#ifndef MMD_FILE_IMPORTER_H_INC
#define MMD_FILE_IMPORTER_H_INC
#include <assimp/BaseImporter.h>
#include "MMDPmxParser.h"
#include <assimp/material.h>
#include <vector>
struct aiMesh;
namespace Assimp {
// ------------------------------------------------------------------------------------------------
/// \class MMDImporter
/// \brief Imports MMD a pmx/pmd/vmd file
// ------------------------------------------------------------------------------------------------
class MMDImporter : public BaseImporter {
public:
/// \brief Default constructor
MMDImporter();
/// \brief Destructor
~MMDImporter();
public:
/// \brief Returns whether the class can handle the format of the given file.
/// \remark See BaseImporter::CanRead() for details.
bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const;
private:
//! \brief Appends the supported extension.
const aiImporterDesc* GetInfo () const;
//! \brief File import implementation.
void InternReadFile(const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
//! \brief Create the data from imported content.
void CreateDataFromImport(const pmx::PmxModel* pModel, aiScene* pScene);
//! \brief Create the mesh
aiMesh* CreateMesh(const pmx::PmxModel* pModel, const int indexStart, const int indexCount);
//! \brief Create the material
aiMaterial* CreateMaterial(const pmx::PmxMaterial* pMat, const pmx::PmxModel* pModel);
private:
//! Data buffer
std::vector<char> m_Buffer;
//! Absolute pathname of model in file system
std::string m_strAbsPath;
};
// ------------------------------------------------------------------------------------------------
} // Namespace Assimp
#endif

View file

@ -1,597 +0,0 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#pragma once
#include <vector>
#include <string>
#include <memory>
#include <iostream>
#include <fstream>
#include "MMDCpp14.h"
namespace pmd
{
class PmdHeader
{
public:
std::string name;
std::string name_english;
std::string comment;
std::string comment_english;
bool Read(std::ifstream* stream)
{
char buffer[256];
stream->read(buffer, 20);
name = std::string(buffer);
stream->read(buffer, 256);
comment = std::string(buffer);
return true;
}
bool ReadExtension(std::ifstream* stream)
{
char buffer[256];
stream->read(buffer, 20);
name_english = std::string(buffer);
stream->read(buffer, 256);
comment_english = std::string(buffer);
return true;
}
};
class PmdVertex
{
public:
float position[3];
float normal[3];
float uv[2];
uint16_t bone_index[2];
uint8_t bone_weight;
bool edge_invisible;
bool Read(std::ifstream* stream)
{
stream->read((char*) position, sizeof(float) * 3);
stream->read((char*) normal, sizeof(float) * 3);
stream->read((char*) uv, sizeof(float) * 2);
stream->read((char*) bone_index, sizeof(uint16_t) * 2);
stream->read((char*) &bone_weight, sizeof(uint8_t));
stream->read((char*) &edge_invisible, sizeof(uint8_t));
return true;
}
};
class PmdMaterial
{
public:
float diffuse[4];
float power;
float specular[3];
float ambient[3];
uint8_t toon_index;
uint8_t edge_flag;
uint32_t index_count;
std::string texture_filename;
std::string sphere_filename;
bool Read(std::ifstream* stream)
{
char buffer[20];
stream->read((char*) &diffuse, sizeof(float) * 4);
stream->read((char*) &power, sizeof(float));
stream->read((char*) &specular, sizeof(float) * 3);
stream->read((char*) &ambient, sizeof(float) * 3);
stream->read((char*) &toon_index, sizeof(uint8_t));
stream->read((char*) &edge_flag, sizeof(uint8_t));
stream->read((char*) &index_count, sizeof(uint32_t));
stream->read((char*) &buffer, sizeof(char) * 20);
char* pstar = strchr(buffer, '*');
if (NULL == pstar)
{
texture_filename = std::string(buffer);
sphere_filename.clear();
}
else {
*pstar = 0;
texture_filename = std::string(buffer);
sphere_filename = std::string(pstar+1);
}
return true;
}
};
enum class BoneType : uint8_t
{
Rotation,
RotationAndMove,
IkEffector,
Unknown,
IkEffectable,
RotationEffectable,
IkTarget,
Invisible,
Twist,
RotationMovement
};
class PmdBone
{
public:
std::string name;
std::string name_english;
uint16_t parent_bone_index;
uint16_t tail_pos_bone_index;
BoneType bone_type;
uint16_t ik_parent_bone_index;
float bone_head_pos[3];
void Read(std::istream *stream)
{
char buffer[20];
stream->read(buffer, 20);
name = std::string(buffer);
stream->read((char*) &parent_bone_index, sizeof(uint16_t));
stream->read((char*) &tail_pos_bone_index, sizeof(uint16_t));
stream->read((char*) &bone_type, sizeof(uint8_t));
stream->read((char*) &ik_parent_bone_index, sizeof(uint16_t));
stream->read((char*) &bone_head_pos, sizeof(float) * 3);
}
void ReadExpantion(std::istream *stream)
{
char buffer[20];
stream->read(buffer, 20);
name_english = std::string(buffer);
}
};
class PmdIk
{
public:
uint16_t ik_bone_index;
uint16_t target_bone_index;
uint16_t interations;
float angle_limit;
std::vector<uint16_t> ik_child_bone_index;
void Read(std::istream *stream)
{
stream->read((char *) &ik_bone_index, sizeof(uint16_t));
stream->read((char *) &target_bone_index, sizeof(uint16_t));
uint8_t ik_chain_length;
stream->read((char*) &ik_chain_length, sizeof(uint8_t));
stream->read((char *) &interations, sizeof(uint16_t));
stream->read((char *) &angle_limit, sizeof(float));
ik_child_bone_index.resize(ik_chain_length);
for (int i = 0; i < ik_chain_length; i++)
{
stream->read((char *) &ik_child_bone_index[i], sizeof(uint16_t));
}
}
};
class PmdFaceVertex
{
public:
int vertex_index;
float position[3];
void Read(std::istream *stream)
{
stream->read((char *) &vertex_index, sizeof(int));
stream->read((char *) position, sizeof(float) * 3);
}
};
enum class FaceCategory : uint8_t
{
Base,
Eyebrow,
Eye,
Mouth,
Other
};
class PmdFace
{
public:
std::string name;
FaceCategory type;
std::vector<PmdFaceVertex> vertices;
std::string name_english;
void Read(std::istream *stream)
{
char buffer[20];
stream->read(buffer, 20);
name = std::string(buffer);
int vertex_count;
stream->read((char*) &vertex_count, sizeof(int));
stream->read((char*) &type, sizeof(uint8_t));
vertices.resize(vertex_count);
for (int i = 0; i < vertex_count; i++)
{
vertices[i].Read(stream);
}
}
void ReadExpantion(std::istream *stream)
{
char buffer[20];
stream->read(buffer, 20);
name_english = std::string(buffer);
}
};
class PmdBoneDispName
{
public:
std::string bone_disp_name;
std::string bone_disp_name_english;
void Read(std::istream *stream)
{
char buffer[50];
stream->read(buffer, 50);
bone_disp_name = std::string(buffer);
bone_disp_name_english.clear();
}
void ReadExpantion(std::istream *stream)
{
char buffer[50];
stream->read(buffer, 50);
bone_disp_name_english = std::string(buffer);
}
};
class PmdBoneDisp
{
public:
uint16_t bone_index;
uint8_t bone_disp_index;
void Read(std::istream *stream)
{
stream->read((char*) &bone_index, sizeof(uint16_t));
stream->read((char*) &bone_disp_index, sizeof(uint8_t));
}
};
enum class RigidBodyShape : uint8_t
{
Sphere = 0,
Box = 1,
Cpusel = 2
};
enum class RigidBodyType : uint8_t
{
BoneConnected = 0,
Physics = 1,
ConnectedPhysics = 2
};
class PmdRigidBody
{
public:
std::string name;
uint16_t related_bone_index;
uint8_t group_index;
uint16_t mask;
RigidBodyShape shape;
float size[3];
float position[3];
float orientation[3];
float weight;
float linear_damping;
float anglar_damping;
float restitution;
float friction;
RigidBodyType rigid_type;
void Read(std::istream *stream)
{
char buffer[20];
stream->read(buffer, sizeof(char) * 20);
name = (std::string(buffer));
stream->read((char*) &related_bone_index, sizeof(uint16_t));
stream->read((char*) &group_index, sizeof(uint8_t));
stream->read((char*) &mask, sizeof(uint16_t));
stream->read((char*) &shape, sizeof(uint8_t));
stream->read((char*) size, sizeof(float) * 3);
stream->read((char*) position, sizeof(float) * 3);
stream->read((char*) orientation, sizeof(float) * 3);
stream->read((char*) &weight, sizeof(float));
stream->read((char*) &linear_damping, sizeof(float));
stream->read((char*) &anglar_damping, sizeof(float));
stream->read((char*) &restitution, sizeof(float));
stream->read((char*) &friction, sizeof(float));
stream->read((char*) &rigid_type, sizeof(char));
}
};
class PmdConstraint
{
public:
std::string name;
uint32_t rigid_body_index_a;
uint32_t rigid_body_index_b;
float position[3];
float orientation[3];
float linear_lower_limit[3];
float linear_upper_limit[3];
float angular_lower_limit[3];
float angular_upper_limit[3];
float linear_stiffness[3];
float angular_stiffness[3];
void Read(std::istream *stream)
{
char buffer[20];
stream->read(buffer, 20);
name = std::string(buffer);
stream->read((char *) &rigid_body_index_a, sizeof(uint32_t));
stream->read((char *) &rigid_body_index_b, sizeof(uint32_t));
stream->read((char *) position, sizeof(float) * 3);
stream->read((char *) orientation, sizeof(float) * 3);
stream->read((char *) linear_lower_limit, sizeof(float) * 3);
stream->read((char *) linear_upper_limit, sizeof(float) * 3);
stream->read((char *) angular_lower_limit, sizeof(float) * 3);
stream->read((char *) angular_upper_limit, sizeof(float) * 3);
stream->read((char *) linear_stiffness, sizeof(float) * 3);
stream->read((char *) angular_stiffness, sizeof(float) * 3);
}
};
class PmdModel
{
public:
float version;
PmdHeader header;
std::vector<PmdVertex> vertices;
std::vector<uint16_t> indices;
std::vector<PmdMaterial> materials;
std::vector<PmdBone> bones;
std::vector<PmdIk> iks;
std::vector<PmdFace> faces;
std::vector<uint16_t> faces_indices;
std::vector<PmdBoneDispName> bone_disp_name;
std::vector<PmdBoneDisp> bone_disp;
std::vector<std::string> toon_filenames;
std::vector<PmdRigidBody> rigid_bodies;
std::vector<PmdConstraint> constraints;
static std::unique_ptr<PmdModel> LoadFromFile(const char *filename)
{
std::ifstream stream(filename, std::ios::binary);
if (stream.fail())
{
std::cerr << "could not open \"" << filename << "\"" << std::endl;
return nullptr;
}
auto result = LoadFromStream(&stream);
stream.close();
return result;
}
static std::unique_ptr<PmdModel> LoadFromStream(std::ifstream *stream)
{
auto result = mmd::make_unique<PmdModel>();
char buffer[100];
// magic
char magic[3];
stream->read(magic, 3);
if (magic[0] != 'P' || magic[1] != 'm' || magic[2] != 'd')
{
std::cerr << "invalid file" << std::endl;
return nullptr;
}
// version
stream->read((char*) &(result->version), sizeof(float));
if (result ->version != 1.0f)
{
std::cerr << "invalid version" << std::endl;
return nullptr;
}
// header
result->header.Read(stream);
// vertices
uint32_t vertex_num;
stream->read((char*) &vertex_num, sizeof(uint32_t));
result->vertices.resize(vertex_num);
for (uint32_t i = 0; i < vertex_num; i++)
{
result->vertices[i].Read(stream);
}
// indices
uint32_t index_num;
stream->read((char*) &index_num, sizeof(uint32_t));
result->indices.resize(index_num);
for (uint32_t i = 0; i < index_num; i++)
{
stream->read((char*) &result->indices[i], sizeof(uint16_t));
}
// materials
uint32_t material_num;
stream->read((char*) &material_num, sizeof(uint32_t));
result->materials.resize(material_num);
for (uint32_t i = 0; i < material_num; i++)
{
result->materials[i].Read(stream);
}
// bones
uint16_t bone_num;
stream->read((char*) &bone_num, sizeof(uint16_t));
result->bones.resize(bone_num);
for (uint32_t i = 0; i < bone_num; i++)
{
result->bones[i].Read(stream);
}
// iks
uint16_t ik_num;
stream->read((char*) &ik_num, sizeof(uint16_t));
result->iks.resize(ik_num);
for (uint32_t i = 0; i < ik_num; i++)
{
result->iks[i].Read(stream);
}
// faces
uint16_t face_num;
stream->read((char*) &face_num, sizeof(uint16_t));
result->faces.resize(face_num);
for (uint32_t i = 0; i < face_num; i++)
{
result->faces[i].Read(stream);
}
// face frames
uint8_t face_frame_num;
stream->read((char*) &face_frame_num, sizeof(uint8_t));
result->faces_indices.resize(face_frame_num);
for (uint32_t i = 0; i < face_frame_num; i++)
{
stream->read((char*) &result->faces_indices[i], sizeof(uint16_t));
}
// bone names
uint8_t bone_disp_num;
stream->read((char*) &bone_disp_num, sizeof(uint8_t));
result->bone_disp_name.resize(bone_disp_num);
for (uint32_t i = 0; i < bone_disp_num; i++)
{
result->bone_disp_name[i].Read(stream);
}
// bone frame
uint32_t bone_frame_num;
stream->read((char*) &bone_frame_num, sizeof(uint32_t));
result->bone_disp.resize(bone_frame_num);
for (uint32_t i = 0; i < bone_frame_num; i++)
{
result->bone_disp[i].Read(stream);
}
// english name
bool english;
stream->read((char*) &english, sizeof(char));
if (english)
{
result->header.ReadExtension(stream);
for (uint32_t i = 0; i < bone_num; i++)
{
result->bones[i].ReadExpantion(stream);
}
for (uint32_t i = 0; i < face_num; i++)
{
if (result->faces[i].type == pmd::FaceCategory::Base)
{
continue;
}
result->faces[i].ReadExpantion(stream);
}
for (uint32_t i = 0; i < result->bone_disp_name.size(); i++)
{
result->bone_disp_name[i].ReadExpantion(stream);
}
}
// toon textures
if (stream->peek() == std::ios::traits_type::eof())
{
result->toon_filenames.clear();
}
else {
result->toon_filenames.resize(10);
for (uint32_t i = 0; i < 10; i++)
{
stream->read(buffer, 100);
result->toon_filenames[i] = std::string(buffer);
}
}
// physics
if (stream->peek() == std::ios::traits_type::eof())
{
result->rigid_bodies.clear();
result->constraints.clear();
}
else {
uint32_t rigid_body_num;
stream->read((char*) &rigid_body_num, sizeof(uint32_t));
result->rigid_bodies.resize(rigid_body_num);
for (uint32_t i = 0; i < rigid_body_num; i++)
{
result->rigid_bodies[i].Read(stream);
}
uint32_t constraint_num;
stream->read((char*) &constraint_num, sizeof(uint32_t));
result->constraints.resize(constraint_num);
for (uint32_t i = 0; i < constraint_num; i++)
{
result->constraints[i].Read(stream);
}
}
if (stream->peek() != std::ios::traits_type::eof())
{
std::cerr << "there is unknown data" << std::endl;
}
return result;
}
};
}

View file

@ -1,608 +0,0 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#include <utility>
#include "MMDPmxParser.h"
#include <assimp/StringUtils.h>
#ifdef ASSIMP_USE_HUNTER
# include <utf8/utf8.h>
#else
# include "../contrib/utf8cpp/source/utf8.h"
#endif
#include <assimp/Exceptional.h>
namespace pmx
{
int ReadIndex(std::istream *stream, int size)
{
switch (size)
{
case 1:
uint8_t tmp8;
stream->read((char*) &tmp8, sizeof(uint8_t));
if (255 == tmp8)
{
return -1;
}
else {
return (int) tmp8;
}
case 2:
uint16_t tmp16;
stream->read((char*) &tmp16, sizeof(uint16_t));
if (65535 == tmp16)
{
return -1;
}
else {
return (int) tmp16;
}
case 4:
int tmp32;
stream->read((char*) &tmp32, sizeof(int));
return tmp32;
default:
return -1;
}
}
std::string ReadString(std::istream *stream, uint8_t encoding)
{
int size;
stream->read((char*) &size, sizeof(int));
std::vector<char> buffer;
if (size == 0)
{
return std::string("");
}
buffer.reserve(size);
stream->read((char*) buffer.data(), size);
if (encoding == 0)
{
// UTF16 to UTF8
const uint16_t* sourceStart = (uint16_t*)buffer.data();
const unsigned int targetSize = size * 3; // enough to encode
char *targetStart = new char[targetSize];
std::memset(targetStart, 0, targetSize * sizeof(char));
utf8::utf16to8( sourceStart, sourceStart + size/2, targetStart );
std::string result(targetStart);
delete [] targetStart;
return result;
}
else
{
// the name is already UTF8
return std::string((const char*)buffer.data(), size);
}
}
void PmxSetting::Read(std::istream *stream)
{
uint8_t count;
stream->read((char*) &count, sizeof(uint8_t));
if (count < 8)
{
throw DeadlyImportError("MMD: invalid size");
}
stream->read((char*) &encoding, sizeof(uint8_t));
stream->read((char*) &uv, sizeof(uint8_t));
stream->read((char*) &vertex_index_size, sizeof(uint8_t));
stream->read((char*) &texture_index_size, sizeof(uint8_t));
stream->read((char*) &material_index_size, sizeof(uint8_t));
stream->read((char*) &bone_index_size, sizeof(uint8_t));
stream->read((char*) &morph_index_size, sizeof(uint8_t));
stream->read((char*) &rigidbody_index_size, sizeof(uint8_t));
uint8_t temp;
for (int i = 8; i < count; i++)
{
stream->read((char*)&temp, sizeof(uint8_t));
}
}
void PmxVertexSkinningBDEF1::Read(std::istream *stream, PmxSetting *setting)
{
this->bone_index = ReadIndex(stream, setting->bone_index_size);
}
void PmxVertexSkinningBDEF2::Read(std::istream *stream, PmxSetting *setting)
{
this->bone_index1 = ReadIndex(stream, setting->bone_index_size);
this->bone_index2 = ReadIndex(stream, setting->bone_index_size);
stream->read((char*) &this->bone_weight, sizeof(float));
}
void PmxVertexSkinningBDEF4::Read(std::istream *stream, PmxSetting *setting)
{
this->bone_index1 = ReadIndex(stream, setting->bone_index_size);
this->bone_index2 = ReadIndex(stream, setting->bone_index_size);
this->bone_index3 = ReadIndex(stream, setting->bone_index_size);
this->bone_index4 = ReadIndex(stream, setting->bone_index_size);
stream->read((char*) &this->bone_weight1, sizeof(float));
stream->read((char*) &this->bone_weight2, sizeof(float));
stream->read((char*) &this->bone_weight3, sizeof(float));
stream->read((char*) &this->bone_weight4, sizeof(float));
}
void PmxVertexSkinningSDEF::Read(std::istream *stream, PmxSetting *setting)
{
this->bone_index1 = ReadIndex(stream, setting->bone_index_size);
this->bone_index2 = ReadIndex(stream, setting->bone_index_size);
stream->read((char*) &this->bone_weight, sizeof(float));
stream->read((char*) this->sdef_c, sizeof(float) * 3);
stream->read((char*) this->sdef_r0, sizeof(float) * 3);
stream->read((char*) this->sdef_r1, sizeof(float) * 3);
}
void PmxVertexSkinningQDEF::Read(std::istream *stream, PmxSetting *setting)
{
this->bone_index1 = ReadIndex(stream, setting->bone_index_size);
this->bone_index2 = ReadIndex(stream, setting->bone_index_size);
this->bone_index3 = ReadIndex(stream, setting->bone_index_size);
this->bone_index4 = ReadIndex(stream, setting->bone_index_size);
stream->read((char*) &this->bone_weight1, sizeof(float));
stream->read((char*) &this->bone_weight2, sizeof(float));
stream->read((char*) &this->bone_weight3, sizeof(float));
stream->read((char*) &this->bone_weight4, sizeof(float));
}
void PmxVertex::Read(std::istream *stream, PmxSetting *setting)
{
stream->read((char*) this->position, sizeof(float) * 3);
stream->read((char*) this->normal, sizeof(float) * 3);
stream->read((char*) this->uv, sizeof(float) * 2);
for (int i = 0; i < setting->uv; ++i)
{
stream->read((char*) this->uva[i], sizeof(float) * 4);
}
stream->read((char*) &this->skinning_type, sizeof(PmxVertexSkinningType));
switch (this->skinning_type)
{
case PmxVertexSkinningType::BDEF1:
this->skinning = mmd::make_unique<PmxVertexSkinningBDEF1>();
break;
case PmxVertexSkinningType::BDEF2:
this->skinning = mmd::make_unique<PmxVertexSkinningBDEF2>();
break;
case PmxVertexSkinningType::BDEF4:
this->skinning = mmd::make_unique<PmxVertexSkinningBDEF4>();
break;
case PmxVertexSkinningType::SDEF:
this->skinning = mmd::make_unique<PmxVertexSkinningSDEF>();
break;
case PmxVertexSkinningType::QDEF:
this->skinning = mmd::make_unique<PmxVertexSkinningQDEF>();
break;
default:
throw "invalid skinning type";
}
this->skinning->Read(stream, setting);
stream->read((char*) &this->edge, sizeof(float));
}
void PmxMaterial::Read(std::istream *stream, PmxSetting *setting)
{
this->material_name = ReadString(stream, setting->encoding);
this->material_english_name = ReadString(stream, setting->encoding);
stream->read((char*) this->diffuse, sizeof(float) * 4);
stream->read((char*) this->specular, sizeof(float) * 3);
stream->read((char*) &this->specularlity, sizeof(float));
stream->read((char*) this->ambient, sizeof(float) * 3);
stream->read((char*) &this->flag, sizeof(uint8_t));
stream->read((char*) this->edge_color, sizeof(float) * 4);
stream->read((char*) &this->edge_size, sizeof(float));
this->diffuse_texture_index = ReadIndex(stream, setting->texture_index_size);
this->sphere_texture_index = ReadIndex(stream, setting->texture_index_size);
stream->read((char*) &this->sphere_op_mode, sizeof(uint8_t));
stream->read((char*) &this->common_toon_flag, sizeof(uint8_t));
if (this->common_toon_flag)
{
stream->read((char*) &this->toon_texture_index, sizeof(uint8_t));
}
else {
this->toon_texture_index = ReadIndex(stream, setting->texture_index_size);
}
this->memo = ReadString(stream, setting->encoding);
stream->read((char*) &this->index_count, sizeof(int));
}
void PmxIkLink::Read(std::istream *stream, PmxSetting *setting)
{
this->link_target = ReadIndex(stream, setting->bone_index_size);
stream->read((char*) &this->angle_lock, sizeof(uint8_t));
if (angle_lock == 1)
{
stream->read((char*) this->max_radian, sizeof(float) * 3);
stream->read((char*) this->min_radian, sizeof(float) * 3);
}
}
void PmxBone::Read(std::istream *stream, PmxSetting *setting)
{
this->bone_name = ReadString(stream, setting->encoding);
this->bone_english_name = ReadString(stream, setting->encoding);
stream->read((char*) this->position, sizeof(float) * 3);
this->parent_index = ReadIndex(stream, setting->bone_index_size);
stream->read((char*) &this->level, sizeof(int));
stream->read((char*) &this->bone_flag, sizeof(uint16_t));
if (this->bone_flag & 0x0001) {
this->target_index = ReadIndex(stream, setting->bone_index_size);
}
else {
stream->read((char*)this->offset, sizeof(float) * 3);
}
if (this->bone_flag & (0x0100 | 0x0200)) {
this->grant_parent_index = ReadIndex(stream, setting->bone_index_size);
stream->read((char*) &this->grant_weight, sizeof(float));
}
if (this->bone_flag & 0x0400) {
stream->read((char*)this->lock_axis_orientation, sizeof(float) * 3);
}
if (this->bone_flag & 0x0800) {
stream->read((char*)this->local_axis_x_orientation, sizeof(float) * 3);
stream->read((char*)this->local_axis_y_orientation, sizeof(float) * 3);
}
if (this->bone_flag & 0x2000) {
stream->read((char*) &this->key, sizeof(int));
}
if (this->bone_flag & 0x0020) {
this->ik_target_bone_index = ReadIndex(stream, setting->bone_index_size);
stream->read((char*) &ik_loop, sizeof(int));
stream->read((char*) &ik_loop_angle_limit, sizeof(float));
stream->read((char*) &ik_link_count, sizeof(int));
this->ik_links = mmd::make_unique<PmxIkLink []>(ik_link_count);
for (int i = 0; i < ik_link_count; i++) {
ik_links[i].Read(stream, setting);
}
}
}
void PmxMorphVertexOffset::Read(std::istream *stream, PmxSetting *setting)
{
this->vertex_index = ReadIndex(stream, setting->vertex_index_size);
stream->read((char*)this->position_offset, sizeof(float) * 3);
}
void PmxMorphUVOffset::Read(std::istream *stream, PmxSetting *setting)
{
this->vertex_index = ReadIndex(stream, setting->vertex_index_size);
stream->read((char*)this->uv_offset, sizeof(float) * 4);
}
void PmxMorphBoneOffset::Read(std::istream *stream, PmxSetting *setting)
{
this->bone_index = ReadIndex(stream, setting->bone_index_size);
stream->read((char*)this->translation, sizeof(float) * 3);
stream->read((char*)this->rotation, sizeof(float) * 4);
}
void PmxMorphMaterialOffset::Read(std::istream *stream, PmxSetting *setting)
{
this->material_index = ReadIndex(stream, setting->material_index_size);
stream->read((char*) &this->offset_operation, sizeof(uint8_t));
stream->read((char*)this->diffuse, sizeof(float) * 4);
stream->read((char*)this->specular, sizeof(float) * 3);
stream->read((char*) &this->specularity, sizeof(float));
stream->read((char*)this->ambient, sizeof(float) * 3);
stream->read((char*)this->edge_color, sizeof(float) * 4);
stream->read((char*) &this->edge_size, sizeof(float));
stream->read((char*)this->texture_argb, sizeof(float) * 4);
stream->read((char*)this->sphere_texture_argb, sizeof(float) * 4);
stream->read((char*)this->toon_texture_argb, sizeof(float) * 4);
}
void PmxMorphGroupOffset::Read(std::istream *stream, PmxSetting *setting)
{
this->morph_index = ReadIndex(stream, setting->morph_index_size);
stream->read((char*) &this->morph_weight, sizeof(float));
}
void PmxMorphFlipOffset::Read(std::istream *stream, PmxSetting *setting)
{
this->morph_index = ReadIndex(stream, setting->morph_index_size);
stream->read((char*) &this->morph_value, sizeof(float));
}
void PmxMorphImplusOffset::Read(std::istream *stream, PmxSetting *setting)
{
this->rigid_body_index = ReadIndex(stream, setting->rigidbody_index_size);
stream->read((char*) &this->is_local, sizeof(uint8_t));
stream->read((char*)this->velocity, sizeof(float) * 3);
stream->read((char*)this->angular_torque, sizeof(float) * 3);
}
void PmxMorph::Read(std::istream *stream, PmxSetting *setting)
{
this->morph_name = ReadString(stream, setting->encoding);
this->morph_english_name = ReadString(stream, setting->encoding);
stream->read((char*) &category, sizeof(MorphCategory));
stream->read((char*) &morph_type, sizeof(MorphType));
stream->read((char*) &this->offset_count, sizeof(int));
switch (this->morph_type)
{
case MorphType::Group:
group_offsets = mmd::make_unique<PmxMorphGroupOffset []>(this->offset_count);
for (int i = 0; i < offset_count; i++)
{
group_offsets[i].Read(stream, setting);
}
break;
case MorphType::Vertex:
vertex_offsets = mmd::make_unique<PmxMorphVertexOffset []>(this->offset_count);
for (int i = 0; i < offset_count; i++)
{
vertex_offsets[i].Read(stream, setting);
}
break;
case MorphType::Bone:
bone_offsets = mmd::make_unique<PmxMorphBoneOffset []>(this->offset_count);
for (int i = 0; i < offset_count; i++)
{
bone_offsets[i].Read(stream, setting);
}
break;
case MorphType::Matrial:
material_offsets = mmd::make_unique<PmxMorphMaterialOffset []>(this->offset_count);
for (int i = 0; i < offset_count; i++)
{
material_offsets[i].Read(stream, setting);
}
break;
case MorphType::UV:
case MorphType::AdditionalUV1:
case MorphType::AdditionalUV2:
case MorphType::AdditionalUV3:
case MorphType::AdditionalUV4:
uv_offsets = mmd::make_unique<PmxMorphUVOffset []>(this->offset_count);
for (int i = 0; i < offset_count; i++)
{
uv_offsets[i].Read(stream, setting);
}
break;
default:
throw DeadlyImportError("MMD: unknown morth type");
}
}
void PmxFrameElement::Read(std::istream *stream, PmxSetting *setting)
{
stream->read((char*) &this->element_target, sizeof(uint8_t));
if (this->element_target == 0x00)
{
this->index = ReadIndex(stream, setting->bone_index_size);
}
else {
this->index = ReadIndex(stream, setting->morph_index_size);
}
}
void PmxFrame::Read(std::istream *stream, PmxSetting *setting)
{
this->frame_name = ReadString(stream, setting->encoding);
this->frame_english_name = ReadString(stream, setting->encoding);
stream->read((char*) &this->frame_flag, sizeof(uint8_t));
stream->read((char*) &this->element_count, sizeof(int));
this->elements = mmd::make_unique<PmxFrameElement []>(this->element_count);
for (int i = 0; i < this->element_count; i++)
{
this->elements[i].Read(stream, setting);
}
}
void PmxRigidBody::Read(std::istream *stream, PmxSetting *setting)
{
this->girid_body_name = ReadString(stream, setting->encoding);
this->girid_body_english_name = ReadString(stream, setting->encoding);
this->target_bone = ReadIndex(stream, setting->bone_index_size);
stream->read((char*) &this->group, sizeof(uint8_t));
stream->read((char*) &this->mask, sizeof(uint16_t));
stream->read((char*) &this->shape, sizeof(uint8_t));
stream->read((char*) this->size, sizeof(float) * 3);
stream->read((char*) this->position, sizeof(float) * 3);
stream->read((char*) this->orientation, sizeof(float) * 3);
stream->read((char*) &this->mass, sizeof(float));
stream->read((char*) &this->move_attenuation, sizeof(float));
stream->read((char*) &this->rotation_attenuation, sizeof(float));
stream->read((char*) &this->repulsion, sizeof(float));
stream->read((char*) &this->friction, sizeof(float));
stream->read((char*) &this->physics_calc_type, sizeof(uint8_t));
}
void PmxJointParam::Read(std::istream *stream, PmxSetting *setting)
{
this->rigid_body1 = ReadIndex(stream, setting->rigidbody_index_size);
this->rigid_body2 = ReadIndex(stream, setting->rigidbody_index_size);
stream->read((char*) this->position, sizeof(float) * 3);
stream->read((char*) this->orientaiton, sizeof(float) * 3);
stream->read((char*) this->move_limitation_min, sizeof(float) * 3);
stream->read((char*) this->move_limitation_max, sizeof(float) * 3);
stream->read((char*) this->rotation_limitation_min, sizeof(float) * 3);
stream->read((char*) this->rotation_limitation_max, sizeof(float) * 3);
stream->read((char*) this->spring_move_coefficient, sizeof(float) * 3);
stream->read((char*) this->spring_rotation_coefficient, sizeof(float) * 3);
}
void PmxJoint::Read(std::istream *stream, PmxSetting *setting)
{
this->joint_name = ReadString(stream, setting->encoding);
this->joint_english_name = ReadString(stream, setting->encoding);
stream->read((char*) &this->joint_type, sizeof(uint8_t));
this->param.Read(stream, setting);
}
void PmxAncherRigidBody::Read(std::istream *stream, PmxSetting *setting)
{
this->related_rigid_body = ReadIndex(stream, setting->rigidbody_index_size);
this->related_vertex = ReadIndex(stream, setting->vertex_index_size);
stream->read((char*) &this->is_near, sizeof(uint8_t));
}
void PmxSoftBody::Read(std::istream * /*stream*/, PmxSetting * /*setting*/)
{
std::cerr << "Not Implemented Exception" << std::endl;
throw DeadlyImportError("MMD: Not Implemented Exception");
}
void PmxModel::Init()
{
this->version = 0.0f;
this->model_name.clear();
this->model_english_name.clear();
this->model_comment.clear();
this->model_english_comment.clear();
this->vertex_count = 0;
this->vertices = nullptr;
this->index_count = 0;
this->indices = nullptr;
this->texture_count = 0;
this->textures = nullptr;
this->material_count = 0;
this->materials = nullptr;
this->bone_count = 0;
this->bones = nullptr;
this->morph_count = 0;
this->morphs = nullptr;
this->frame_count = 0;
this->frames = nullptr;
this->rigid_body_count = 0;
this->rigid_bodies = nullptr;
this->joint_count = 0;
this->joints = nullptr;
this->soft_body_count = 0;
this->soft_bodies = nullptr;
}
void PmxModel::Read(std::istream *stream)
{
char magic[4];
stream->read((char*) magic, sizeof(char) * 4);
if (magic[0] != 0x50 || magic[1] != 0x4d || magic[2] != 0x58 || magic[3] != 0x20)
{
std::cerr << "invalid magic number." << std::endl;
throw DeadlyImportError("MMD: invalid magic number.");
}
stream->read((char*) &version, sizeof(float));
if (version != 2.0f && version != 2.1f)
{
std::cerr << "this is not ver2.0 or ver2.1 but " << version << "." << std::endl;
throw DeadlyImportError("MMD: this is not ver2.0 or ver2.1 but " + to_string(version));
}
this->setting.Read(stream);
this->model_name = ReadString(stream, setting.encoding);
this->model_english_name = ReadString(stream, setting.encoding);
this->model_comment = ReadString(stream, setting.encoding);
this->model_english_comment = ReadString(stream, setting.encoding);
// read vertices
stream->read((char*) &vertex_count, sizeof(int));
this->vertices = mmd::make_unique<PmxVertex []>(vertex_count);
for (int i = 0; i < vertex_count; i++)
{
vertices[i].Read(stream, &setting);
}
// read indices
stream->read((char*) &index_count, sizeof(int));
this->indices = mmd::make_unique<int []>(index_count);
for (int i = 0; i < index_count; i++)
{
this->indices[i] = ReadIndex(stream, setting.vertex_index_size);
}
// read texture names
stream->read((char*) &texture_count, sizeof(int));
this->textures = mmd::make_unique<std::string []>(texture_count);
for (int i = 0; i < texture_count; i++)
{
this->textures[i] = ReadString(stream, setting.encoding);
}
// read materials
stream->read((char*) &material_count, sizeof(int));
this->materials = mmd::make_unique<PmxMaterial []>(material_count);
for (int i = 0; i < material_count; i++)
{
this->materials[i].Read(stream, &setting);
}
// read bones
stream->read((char*) &this->bone_count, sizeof(int));
this->bones = mmd::make_unique<PmxBone []>(this->bone_count);
for (int i = 0; i < this->bone_count; i++)
{
this->bones[i].Read(stream, &setting);
}
// read morphs
stream->read((char*) &this->morph_count, sizeof(int));
this->morphs = mmd::make_unique<PmxMorph []>(this->morph_count);
for (int i = 0; i < this->morph_count; i++)
{
this->morphs[i].Read(stream, &setting);
}
// read display frames
stream->read((char*) &this->frame_count, sizeof(int));
this->frames = mmd::make_unique<PmxFrame []>(this->frame_count);
for (int i = 0; i < this->frame_count; i++)
{
this->frames[i].Read(stream, &setting);
}
// read rigid bodies
stream->read((char*) &this->rigid_body_count, sizeof(int));
this->rigid_bodies = mmd::make_unique<PmxRigidBody []>(this->rigid_body_count);
for (int i = 0; i < this->rigid_body_count; i++)
{
this->rigid_bodies[i].Read(stream, &setting);
}
// read joints
stream->read((char*) &this->joint_count, sizeof(int));
this->joints = mmd::make_unique<PmxJoint []>(this->joint_count);
for (int i = 0; i < this->joint_count; i++)
{
this->joints[i].Read(stream, &setting);
}
}
}

View file

@ -1,782 +0,0 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#pragma once
#include <vector>
#include <string>
#include <iostream>
#include <fstream>
#include <memory>
#include "MMDCpp14.h"
namespace pmx
{
class PmxSetting
{
public:
PmxSetting()
: encoding(0)
, uv(0)
, vertex_index_size(0)
, texture_index_size(0)
, material_index_size(0)
, bone_index_size(0)
, morph_index_size(0)
, rigidbody_index_size(0)
{}
uint8_t encoding;
uint8_t uv;
uint8_t vertex_index_size;
uint8_t texture_index_size;
uint8_t material_index_size;
uint8_t bone_index_size;
uint8_t morph_index_size;
uint8_t rigidbody_index_size;
void Read(std::istream *stream);
};
enum class PmxVertexSkinningType : uint8_t
{
BDEF1 = 0,
BDEF2 = 1,
BDEF4 = 2,
SDEF = 3,
QDEF = 4,
};
class PmxVertexSkinning
{
public:
virtual void Read(std::istream *stream, PmxSetting *setting) = 0;
virtual ~PmxVertexSkinning() {}
};
class PmxVertexSkinningBDEF1 : public PmxVertexSkinning
{
public:
PmxVertexSkinningBDEF1()
: bone_index(0)
{}
int bone_index;
void Read(std::istream *stresam, PmxSetting *setting);
};
class PmxVertexSkinningBDEF2 : public PmxVertexSkinning
{
public:
PmxVertexSkinningBDEF2()
: bone_index1(0)
, bone_index2(0)
, bone_weight(0.0f)
{}
int bone_index1;
int bone_index2;
float bone_weight;
void Read(std::istream *stresam, PmxSetting *setting);
};
class PmxVertexSkinningBDEF4 : public PmxVertexSkinning
{
public:
PmxVertexSkinningBDEF4()
: bone_index1(0)
, bone_index2(0)
, bone_index3(0)
, bone_index4(0)
, bone_weight1(0.0f)
, bone_weight2(0.0f)
, bone_weight3(0.0f)
, bone_weight4(0.0f)
{}
int bone_index1;
int bone_index2;
int bone_index3;
int bone_index4;
float bone_weight1;
float bone_weight2;
float bone_weight3;
float bone_weight4;
void Read(std::istream *stresam, PmxSetting *setting);
};
class PmxVertexSkinningSDEF : public PmxVertexSkinning
{
public:
PmxVertexSkinningSDEF()
: bone_index1(0)
, bone_index2(0)
, bone_weight(0.0f)
{
for (int i = 0; i < 3; ++i) {
sdef_c[i] = 0.0f;
sdef_r0[i] = 0.0f;
sdef_r1[i] = 0.0f;
}
}
int bone_index1;
int bone_index2;
float bone_weight;
float sdef_c[3];
float sdef_r0[3];
float sdef_r1[3];
void Read(std::istream *stresam, PmxSetting *setting);
};
class PmxVertexSkinningQDEF : public PmxVertexSkinning
{
public:
PmxVertexSkinningQDEF()
: bone_index1(0)
, bone_index2(0)
, bone_index3(0)
, bone_index4(0)
, bone_weight1(0.0f)
, bone_weight2(0.0f)
, bone_weight3(0.0f)
, bone_weight4(0.0f)
{}
int bone_index1;
int bone_index2;
int bone_index3;
int bone_index4;
float bone_weight1;
float bone_weight2;
float bone_weight3;
float bone_weight4;
void Read(std::istream *stresam, PmxSetting *setting);
};
class PmxVertex
{
public:
PmxVertex()
: edge(0.0f)
{
uv[0] = uv[1] = 0.0f;
for (int i = 0; i < 3; ++i) {
position[i] = 0.0f;
normal[i] = 0.0f;
}
for (int i = 0; i < 4; ++i) {
for (int k = 0; k < 4; ++k) {
uva[i][k] = 0.0f;
}
}
}
float position[3];
float normal[3];
float uv[2];
float uva[4][4];
PmxVertexSkinningType skinning_type;
std::unique_ptr<PmxVertexSkinning> skinning;
float edge;
void Read(std::istream *stream, PmxSetting *setting);
};
class PmxMaterial
{
public:
PmxMaterial()
: specularlity(0.0f)
, flag(0)
, edge_size(0.0f)
, diffuse_texture_index(0)
, sphere_texture_index(0)
, sphere_op_mode(0)
, common_toon_flag(0)
, toon_texture_index(0)
, index_count(0)
{
for (int i = 0; i < 3; ++i) {
specular[i] = 0.0f;
ambient[i] = 0.0f;
edge_color[i] = 0.0f;
}
for (int i = 0; i < 4; ++i) {
diffuse[i] = 0.0f;
}
}
std::string material_name;
std::string material_english_name;
float diffuse[4];
float specular[3];
float specularlity;
float ambient[3];
uint8_t flag;
float edge_color[4];
float edge_size;
int diffuse_texture_index;
int sphere_texture_index;
uint8_t sphere_op_mode;
uint8_t common_toon_flag;
int toon_texture_index;
std::string memo;
int index_count;
void Read(std::istream *stream, PmxSetting *setting);
};
class PmxIkLink
{
public:
PmxIkLink()
: link_target(0)
, angle_lock(0)
{
for (int i = 0; i < 3; ++i) {
max_radian[i] = 0.0f;
min_radian[i] = 0.0f;
}
}
int link_target;
uint8_t angle_lock;
float max_radian[3];
float min_radian[3];
void Read(std::istream *stream, PmxSetting *settingn);
};
class PmxBone
{
public:
PmxBone()
: parent_index(0)
, level(0)
, bone_flag(0)
, target_index(0)
, grant_parent_index(0)
, grant_weight(0.0f)
, key(0)
, ik_target_bone_index(0)
, ik_loop(0)
, ik_loop_angle_limit(0.0f)
, ik_link_count(0)
{
for (int i = 0; i < 3; ++i) {
position[i] = 0.0f;
offset[i] = 0.0f;
lock_axis_orientation[i] = 0.0f;
local_axis_x_orientation[i] = 0.0f;
local_axis_y_orientation[i] = 0.0f;
}
}
std::string bone_name;
std::string bone_english_name;
float position[3];
int parent_index;
int level;
uint16_t bone_flag;
float offset[3];
int target_index;
int grant_parent_index;
float grant_weight;
float lock_axis_orientation[3];
float local_axis_x_orientation[3];
float local_axis_y_orientation[3];
int key;
int ik_target_bone_index;
int ik_loop;
float ik_loop_angle_limit;
int ik_link_count;
std::unique_ptr<PmxIkLink []> ik_links;
void Read(std::istream *stream, PmxSetting *setting);
};
enum class MorphType : uint8_t
{
Group = 0,
Vertex = 1,
Bone = 2,
UV = 3,
AdditionalUV1 = 4,
AdditionalUV2 = 5,
AdditionalUV3 = 6,
AdditionalUV4 = 7,
Matrial = 8,
Flip = 9,
Implus = 10,
};
enum class MorphCategory : uint8_t
{
ReservedCategory = 0,
Eyebrow = 1,
Eye = 2,
Mouth = 3,
Other = 4,
};
class PmxMorphOffset
{
public:
void virtual Read(std::istream *stream, PmxSetting *setting) = 0;
};
class PmxMorphVertexOffset : public PmxMorphOffset
{
public:
PmxMorphVertexOffset()
: vertex_index(0)
{
for (int i = 0; i < 3; ++i) {
position_offset[i] = 0.0f;
}
}
int vertex_index;
float position_offset[3];
void Read(std::istream *stream, PmxSetting *setting); //override;
};
class PmxMorphUVOffset : public PmxMorphOffset
{
public:
PmxMorphUVOffset()
: vertex_index(0)
{
for (int i = 0; i < 4; ++i) {
uv_offset[i] = 0.0f;
}
}
int vertex_index;
float uv_offset[4];
void Read(std::istream *stream, PmxSetting *setting); //override;
};
class PmxMorphBoneOffset : public PmxMorphOffset
{
public:
PmxMorphBoneOffset()
: bone_index(0)
{
for (int i = 0; i < 3; ++i) {
translation[i] = 0.0f;
}
for (int i = 0; i < 4; ++i) {
rotation[i] = 0.0f;
}
}
int bone_index;
float translation[3];
float rotation[4];
void Read(std::istream *stream, PmxSetting *setting); //override;
};
class PmxMorphMaterialOffset : public PmxMorphOffset
{
public:
PmxMorphMaterialOffset()
: specularity(0.0f)
, edge_size(0.0f)
{
for (int i = 0; i < 3; ++i) {
specular[i] = 0.0f;
ambient[i] = 0.0f;
}
for (int i = 0; i < 4; ++i) {
diffuse[i] = 0.0f;
edge_color[i] = 0.0f;
texture_argb[i] = 0.0f;
sphere_texture_argb[i] = 0.0f;
toon_texture_argb[i] = 0.0f;
}
}
int material_index;
uint8_t offset_operation;
float diffuse[4];
float specular[3];
float specularity;
float ambient[3];
float edge_color[4];
float edge_size;
float texture_argb[4];
float sphere_texture_argb[4];
float toon_texture_argb[4];
void Read(std::istream *stream, PmxSetting *setting); //override;
};
class PmxMorphGroupOffset : public PmxMorphOffset
{
public:
PmxMorphGroupOffset()
: morph_index(0)
, morph_weight(0.0f)
{}
int morph_index;
float morph_weight;
void Read(std::istream *stream, PmxSetting *setting); //override;
};
class PmxMorphFlipOffset : public PmxMorphOffset
{
public:
PmxMorphFlipOffset()
: morph_index(0)
, morph_value(0.0f)
{}
int morph_index;
float morph_value;
void Read(std::istream *stream, PmxSetting *setting); //override;
};
class PmxMorphImplusOffset : public PmxMorphOffset
{
public:
PmxMorphImplusOffset()
: rigid_body_index(0)
, is_local(0)
{
for (int i = 0; i < 3; ++i) {
velocity[i] = 0.0f;
angular_torque[i] = 0.0f;
}
}
int rigid_body_index;
uint8_t is_local;
float velocity[3];
float angular_torque[3];
void Read(std::istream *stream, PmxSetting *setting); //override;
};
class PmxMorph
{
public:
PmxMorph()
: offset_count(0)
{
}
std::string morph_name;
std::string morph_english_name;
MorphCategory category;
MorphType morph_type;
int offset_count;
std::unique_ptr<PmxMorphVertexOffset []> vertex_offsets;
std::unique_ptr<PmxMorphUVOffset []> uv_offsets;
std::unique_ptr<PmxMorphBoneOffset []> bone_offsets;
std::unique_ptr<PmxMorphMaterialOffset []> material_offsets;
std::unique_ptr<PmxMorphGroupOffset []> group_offsets;
std::unique_ptr<PmxMorphFlipOffset []> flip_offsets;
std::unique_ptr<PmxMorphImplusOffset []> implus_offsets;
void Read(std::istream *stream, PmxSetting *setting);
};
class PmxFrameElement
{
public:
PmxFrameElement()
: element_target(0)
, index(0)
{
}
uint8_t element_target;
int index;
void Read(std::istream *stream, PmxSetting *setting);
};
class PmxFrame
{
public:
PmxFrame()
: frame_flag(0)
, element_count(0)
{
}
std::string frame_name;
std::string frame_english_name;
uint8_t frame_flag;
int element_count;
std::unique_ptr<PmxFrameElement []> elements;
void Read(std::istream *stream, PmxSetting *setting);
};
class PmxRigidBody
{
public:
PmxRigidBody()
: target_bone(0)
, group(0)
, mask(0)
, shape(0)
, mass(0.0f)
, move_attenuation(0.0f)
, rotation_attenuation(0.0f)
, repulsion(0.0f)
, friction(0.0f)
, physics_calc_type(0)
{
for (int i = 0; i < 3; ++i) {
size[i] = 0.0f;
position[i] = 0.0f;
orientation[i] = 0.0f;
}
}
std::string girid_body_name;
std::string girid_body_english_name;
int target_bone;
uint8_t group;
uint16_t mask;
uint8_t shape;
float size[3];
float position[3];
float orientation[3];
float mass;
float move_attenuation;
float rotation_attenuation;
float repulsion;
float friction;
uint8_t physics_calc_type;
void Read(std::istream *stream, PmxSetting *setting);
};
enum class PmxJointType : uint8_t
{
Generic6DofSpring = 0,
Generic6Dof = 1,
Point2Point = 2,
ConeTwist = 3,
Slider = 5,
Hinge = 6
};
class PmxJointParam
{
public:
PmxJointParam()
: rigid_body1(0)
, rigid_body2(0)
{
for (int i = 0; i < 3; ++i) {
position[i] = 0.0f;
orientaiton[i] = 0.0f;
move_limitation_min[i] = 0.0f;
move_limitation_max[i] = 0.0f;
rotation_limitation_min[i] = 0.0f;
rotation_limitation_max[i] = 0.0f;
spring_move_coefficient[i] = 0.0f;
spring_rotation_coefficient[i] = 0.0f;
}
}
int rigid_body1;
int rigid_body2;
float position[3];
float orientaiton[3];
float move_limitation_min[3];
float move_limitation_max[3];
float rotation_limitation_min[3];
float rotation_limitation_max[3];
float spring_move_coefficient[3];
float spring_rotation_coefficient[3];
void Read(std::istream *stream, PmxSetting *setting);
};
class PmxJoint
{
public:
std::string joint_name;
std::string joint_english_name;
PmxJointType joint_type;
PmxJointParam param;
void Read(std::istream *stream, PmxSetting *setting);
};
enum PmxSoftBodyFlag : uint8_t
{
BLink = 0x01,
Cluster = 0x02,
Link = 0x04
};
class PmxAncherRigidBody
{
public:
PmxAncherRigidBody()
: related_rigid_body(0)
, related_vertex(0)
, is_near(false)
{}
int related_rigid_body;
int related_vertex;
bool is_near;
void Read(std::istream *stream, PmxSetting *setting);
};
class PmxSoftBody
{
public:
PmxSoftBody()
: shape(0)
, target_material(0)
, group(0)
, mask(0)
, blink_distance(0)
, cluster_count(0)
, mass(0.0)
, collisioni_margin(0.0)
, aero_model(0)
, VCF(0.0f)
, DP(0.0f)
, DG(0.0f)
, LF(0.0f)
, PR(0.0f)
, VC(0.0f)
, DF(0.0f)
, MT(0.0f)
, CHR(0.0f)
, KHR(0.0f)
, SHR(0.0f)
, AHR(0.0f)
, SRHR_CL(0.0f)
, SKHR_CL(0.0f)
, SSHR_CL(0.0f)
, SR_SPLT_CL(0.0f)
, SK_SPLT_CL(0.0f)
, SS_SPLT_CL(0.0f)
, V_IT(0)
, P_IT(0)
, D_IT(0)
, C_IT(0)
, LST(0.0f)
, AST(0.0f)
, VST(0.0f)
, anchor_count(0)
, pin_vertex_count(0)
{}
std::string soft_body_name;
std::string soft_body_english_name;
uint8_t shape;
int target_material;
uint8_t group;
uint16_t mask;
PmxSoftBodyFlag flag;
int blink_distance;
int cluster_count;
float mass;
float collisioni_margin;
int aero_model;
float VCF;
float DP;
float DG;
float LF;
float PR;
float VC;
float DF;
float MT;
float CHR;
float KHR;
float SHR;
float AHR;
float SRHR_CL;
float SKHR_CL;
float SSHR_CL;
float SR_SPLT_CL;
float SK_SPLT_CL;
float SS_SPLT_CL;
int V_IT;
int P_IT;
int D_IT;
int C_IT;
float LST;
float AST;
float VST;
int anchor_count;
std::unique_ptr<PmxAncherRigidBody []> anchers;
int pin_vertex_count;
std::unique_ptr<int []> pin_vertices;
void Read(std::istream *stream, PmxSetting *setting);
};
class PmxModel
{
public:
PmxModel()
: version(0.0f)
, vertex_count(0)
, index_count(0)
, texture_count(0)
, material_count(0)
, bone_count(0)
, morph_count(0)
, frame_count(0)
, rigid_body_count(0)
, joint_count(0)
, soft_body_count(0)
{}
float version;
PmxSetting setting;
std::string model_name;
std::string model_english_name;
std::string model_comment;
std::string model_english_comment;
int vertex_count;
std::unique_ptr<PmxVertex []> vertices;
int index_count;
std::unique_ptr<int []> indices;
int texture_count;
std::unique_ptr< std::string []> textures;
int material_count;
std::unique_ptr<PmxMaterial []> materials;
int bone_count;
std::unique_ptr<PmxBone []> bones;
int morph_count;
std::unique_ptr<PmxMorph []> morphs;
int frame_count;
std::unique_ptr<PmxFrame [] > frames;
int rigid_body_count;
std::unique_ptr<PmxRigidBody []> rigid_bodies;
int joint_count;
std::unique_ptr<PmxJoint []> joints;
int soft_body_count;
std::unique_ptr<PmxSoftBody []> soft_bodies;
void Init();
void Read(std::istream *stream);
//static std::unique_ptr<PmxModel> ReadFromFile(const char *filename);
//static std::unique_ptr<PmxModel> ReadFromStream(std::istream *stream);
};
}

View file

@ -1,376 +0,0 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#pragma once
#include <vector>
#include <string>
#include <memory>
#include <iostream>
#include <fstream>
#include <ostream>
#include "MMDCpp14.h"
namespace vmd
{
class VmdBoneFrame
{
public:
std::string name;
int frame;
float position[3];
float orientation[4];
char interpolation[4][4][4];
void Read(std::istream* stream)
{
char buffer[15];
stream->read((char*) buffer, sizeof(char)*15);
name = std::string(buffer);
stream->read((char*) &frame, sizeof(int));
stream->read((char*) position, sizeof(float)*3);
stream->read((char*) orientation, sizeof(float)*4);
stream->read((char*) interpolation, sizeof(char) * 4 * 4 * 4);
}
void Write(std::ostream* stream)
{
stream->write((char*)name.c_str(), sizeof(char) * 15);
stream->write((char*)&frame, sizeof(int));
stream->write((char*)position, sizeof(float) * 3);
stream->write((char*)orientation, sizeof(float) * 4);
stream->write((char*)interpolation, sizeof(char) * 4 * 4 * 4);
}
};
class VmdFaceFrame
{
public:
std::string face_name;
float weight;
uint32_t frame;
void Read(std::istream* stream)
{
char buffer[15];
stream->read((char*) &buffer, sizeof(char) * 15);
face_name = std::string(buffer);
stream->read((char*) &frame, sizeof(int));
stream->read((char*) &weight, sizeof(float));
}
void Write(std::ostream* stream)
{
stream->write((char*)face_name.c_str(), sizeof(char) * 15);
stream->write((char*)&frame, sizeof(int));
stream->write((char*)&weight, sizeof(float));
}
};
class VmdCameraFrame
{
public:
int frame;
float distance;
float position[3];
float orientation[3];
char interpolation[6][4];
float angle;
char unknown[3];
void Read(std::istream *stream)
{
stream->read((char*) &frame, sizeof(int));
stream->read((char*) &distance, sizeof(float));
stream->read((char*) position, sizeof(float) * 3);
stream->read((char*) orientation, sizeof(float) * 3);
stream->read((char*) interpolation, sizeof(char) * 24);
stream->read((char*) &angle, sizeof(float));
stream->read((char*) unknown, sizeof(char) * 3);
}
void Write(std::ostream *stream)
{
stream->write((char*)&frame, sizeof(int));
stream->write((char*)&distance, sizeof(float));
stream->write((char*)position, sizeof(float) * 3);
stream->write((char*)orientation, sizeof(float) * 3);
stream->write((char*)interpolation, sizeof(char) * 24);
stream->write((char*)&angle, sizeof(float));
stream->write((char*)unknown, sizeof(char) * 3);
}
};
class VmdLightFrame
{
public:
int frame;
float color[3];
float position[3];
void Read(std::istream* stream)
{
stream->read((char*) &frame, sizeof(int));
stream->read((char*) color, sizeof(float) * 3);
stream->read((char*) position, sizeof(float) * 3);
}
void Write(std::ostream* stream)
{
stream->write((char*)&frame, sizeof(int));
stream->write((char*)color, sizeof(float) * 3);
stream->write((char*)position, sizeof(float) * 3);
}
};
class VmdIkEnable
{
public:
std::string ik_name;
bool enable;
};
class VmdIkFrame
{
public:
int frame;
bool display;
std::vector<VmdIkEnable> ik_enable;
void Read(std::istream *stream)
{
char buffer[20];
stream->read((char*) &frame, sizeof(int));
stream->read((char*) &display, sizeof(uint8_t));
int ik_count;
stream->read((char*) &ik_count, sizeof(int));
ik_enable.resize(ik_count);
for (int i = 0; i < ik_count; i++)
{
stream->read(buffer, 20);
ik_enable[i].ik_name = std::string(buffer);
stream->read((char*) &ik_enable[i].enable, sizeof(uint8_t));
}
}
void Write(std::ostream *stream)
{
stream->write((char*)&frame, sizeof(int));
stream->write((char*)&display, sizeof(uint8_t));
int ik_count = static_cast<int>(ik_enable.size());
stream->write((char*)&ik_count, sizeof(int));
for (int i = 0; i < ik_count; i++)
{
const VmdIkEnable& ik_enable = this->ik_enable.at(i);
stream->write(ik_enable.ik_name.c_str(), 20);
stream->write((char*)&ik_enable.enable, sizeof(uint8_t));
}
}
};
class VmdMotion
{
public:
std::string model_name;
int version;
std::vector<VmdBoneFrame> bone_frames;
std::vector<VmdFaceFrame> face_frames;
std::vector<VmdCameraFrame> camera_frames;
std::vector<VmdLightFrame> light_frames;
std::vector<VmdIkFrame> ik_frames;
static std::unique_ptr<VmdMotion> LoadFromFile(char const *filename)
{
std::ifstream stream(filename, std::ios::binary);
auto result = LoadFromStream(&stream);
stream.close();
return result;
}
static std::unique_ptr<VmdMotion> LoadFromStream(std::ifstream *stream)
{
char buffer[30];
auto result = mmd::make_unique<VmdMotion>();
// magic and version
stream->read((char*) buffer, 30);
if (strncmp(buffer, "Vocaloid Motion Data", 20))
{
std::cerr << "invalid vmd file." << std::endl;
return nullptr;
}
result->version = std::atoi(buffer + 20);
// name
stream->read(buffer, 20);
result->model_name = std::string(buffer);
// bone frames
int bone_frame_num;
stream->read((char*) &bone_frame_num, sizeof(int));
result->bone_frames.resize(bone_frame_num);
for (int i = 0; i < bone_frame_num; i++)
{
result->bone_frames[i].Read(stream);
}
// face frames
int face_frame_num;
stream->read((char*) &face_frame_num, sizeof(int));
result->face_frames.resize(face_frame_num);
for (int i = 0; i < face_frame_num; i++)
{
result->face_frames[i].Read(stream);
}
// camera frames
int camera_frame_num;
stream->read((char*) &camera_frame_num, sizeof(int));
result->camera_frames.resize(camera_frame_num);
for (int i = 0; i < camera_frame_num; i++)
{
result->camera_frames[i].Read(stream);
}
// light frames
int light_frame_num;
stream->read((char*) &light_frame_num, sizeof(int));
result->light_frames.resize(light_frame_num);
for (int i = 0; i < light_frame_num; i++)
{
result->light_frames[i].Read(stream);
}
// unknown2
stream->read(buffer, 4);
// ik frames
if (stream->peek() != std::ios::traits_type::eof())
{
int ik_num;
stream->read((char*) &ik_num, sizeof(int));
result->ik_frames.resize(ik_num);
for (int i = 0; i < ik_num; i++)
{
result->ik_frames[i].Read(stream);
}
}
if (stream->peek() != std::ios::traits_type::eof())
{
std::cerr << "vmd stream has unknown data." << std::endl;
}
return result;
}
bool SaveToFile(const std::u16string& /*filename*/)
{
// TODO: How to adapt u16string to string?
/*
std::ofstream stream(filename.c_str(), std::ios::binary);
auto result = SaveToStream(&stream);
stream.close();
return result;
*/
return false;
}
bool SaveToStream(std::ofstream *stream)
{
std::string magic = "Vocaloid Motion Data 0002\0";
magic.resize(30);
// magic and version
stream->write(magic.c_str(), 30);
// name
stream->write(model_name.c_str(), 20);
// bone frames
const int bone_frame_num = static_cast<int>(bone_frames.size());
stream->write(reinterpret_cast<const char*>(&bone_frame_num), sizeof(int));
for (int i = 0; i < bone_frame_num; i++)
{
bone_frames[i].Write(stream);
}
// face frames
const int face_frame_num = static_cast<int>(face_frames.size());
stream->write(reinterpret_cast<const char*>(&face_frame_num), sizeof(int));
for (int i = 0; i < face_frame_num; i++)
{
face_frames[i].Write(stream);
}
// camera frames
const int camera_frame_num = static_cast<int>(camera_frames.size());
stream->write(reinterpret_cast<const char*>(&camera_frame_num), sizeof(int));
for (int i = 0; i < camera_frame_num; i++)
{
camera_frames[i].Write(stream);
}
// light frames
const int light_frame_num = static_cast<int>(light_frames.size());
stream->write(reinterpret_cast<const char*>(&light_frame_num), sizeof(int));
for (int i = 0; i < light_frame_num; i++)
{
light_frames[i].Write(stream);
}
// self shadow datas
const int self_shadow_num = 0;
stream->write(reinterpret_cast<const char*>(&self_shadow_num), sizeof(int));
// ik frames
const int ik_num = static_cast<int>(ik_frames.size());
stream->write(reinterpret_cast<const char*>(&ik_num), sizeof(int));
for (int i = 0; i < ik_num; i++)
{
ik_frames[i].Write(stream);
}
return true;
}
};
}

View file

@ -51,7 +51,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/types.h>
#include <assimp/material.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/Macros.h>
using namespace Assimp;
@ -545,23 +544,7 @@ aiReturn aiMaterial::AddProperty (const aiString* pInput,
unsigned int type,
unsigned int index)
{
// We don't want to add the whole buffer .. write a 32 bit length
// prefix followed by the zero-terminated UTF8 string.
// (HACK) I don't want to break the ABI now, but we definitely
// ought to change aiString::mLength to uint32_t one day.
if (sizeof(size_t) == 8) {
aiString copy = *pInput;
uint32_t* s = reinterpret_cast<uint32_t*>(&copy.length);
s[1] = static_cast<uint32_t>(pInput->length);
return AddBinaryProperty(s+1,
static_cast<unsigned int>(pInput->length+1+4),
pKey,
type,
index,
aiPTI_String);
}
ai_assert(sizeof(size_t)==4);
ai_assert(sizeof(ai_uint32)==4);
return AddBinaryProperty(pInput,
static_cast<unsigned int>(pInput->length+1+4),
pKey,

View file

@ -0,0 +1,268 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#include "ArmaturePopulate.h"
#include <assimp/BaseImporter.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <iostream>
namespace Assimp {
/// The default class constructor.
ArmaturePopulate::ArmaturePopulate() : BaseProcess()
{}
/// The class destructor.
ArmaturePopulate::~ArmaturePopulate()
{}
bool ArmaturePopulate::IsActive(unsigned int pFlags) const {
return (pFlags & aiProcess_PopulateArmatureData) != 0;
}
void ArmaturePopulate::SetupProperties(const Importer *pImp) {
// do nothing
}
void ArmaturePopulate::Execute(aiScene *out) {
// Now convert all bone positions to the correct mOffsetMatrix
std::vector<aiBone *> bones;
std::vector<aiNode *> nodes;
std::map<aiBone *, aiNode *> bone_stack;
BuildBoneList(out->mRootNode, out->mRootNode, out, bones);
BuildNodeList(out->mRootNode, nodes);
BuildBoneStack(out->mRootNode, out->mRootNode, out, bones, bone_stack, nodes);
ASSIMP_LOG_DEBUG_F("Bone stack size: ", bone_stack.size());
for (std::pair<aiBone *, aiNode *> kvp : bone_stack) {
aiBone *bone = kvp.first;
aiNode *bone_node = kvp.second;
ASSIMP_LOG_DEBUG_F("active node lookup: ", bone->mName.C_Str());
// lcl transform grab - done in generate_nodes :)
// bone->mOffsetMatrix = bone_node->mTransformation;
aiNode *armature = GetArmatureRoot(bone_node, bones);
ai_assert(armature);
// set up bone armature id
bone->mArmature = armature;
// set this bone node to be referenced properly
ai_assert(bone_node);
bone->mNode = bone_node;
}
}
/* Reprocess all nodes to calculate bone transforms properly based on the REAL
* mOffsetMatrix not the local. */
/* Before this would use mesh transforms which is wrong for bone transforms */
/* Before this would work for simple character skeletons but not complex meshes
* with multiple origins */
/* Source: sketch fab log cutter fbx */
void ArmaturePopulate::BuildBoneList(aiNode *current_node,
const aiNode *root_node,
const aiScene *scene,
std::vector<aiBone *> &bones) {
ai_assert(scene);
for (unsigned int nodeId = 0; nodeId < current_node->mNumChildren; ++nodeId) {
aiNode *child = current_node->mChildren[nodeId];
ai_assert(child);
// check for bones
for (unsigned int meshId = 0; meshId < child->mNumMeshes; ++meshId) {
ai_assert(child->mMeshes);
unsigned int mesh_index = child->mMeshes[meshId];
aiMesh *mesh = scene->mMeshes[mesh_index];
ai_assert(mesh);
for (unsigned int boneId = 0; boneId < mesh->mNumBones; ++boneId) {
aiBone *bone = mesh->mBones[boneId];
ai_assert(bone);
// duplicate meshes exist with the same bones sometimes :)
// so this must be detected
if (std::find(bones.begin(), bones.end(), bone) == bones.end()) {
// add the element once
bones.push_back(bone);
}
}
// find mesh and get bones
// then do recursive lookup for bones in root node hierarchy
}
BuildBoneList(child, root_node, scene, bones);
}
}
/* Prepare flat node list which can be used for non recursive lookups later */
void ArmaturePopulate::BuildNodeList(const aiNode *current_node,
std::vector<aiNode *> &nodes) {
ai_assert(current_node);
for (unsigned int nodeId = 0; nodeId < current_node->mNumChildren; ++nodeId) {
aiNode *child = current_node->mChildren[nodeId];
ai_assert(child);
nodes.push_back(child);
BuildNodeList(child, nodes);
}
}
/* A bone stack allows us to have multiple armatures, with the same bone names
* A bone stack allows us also to retrieve bones true transform even with
* duplicate names :)
*/
void ArmaturePopulate::BuildBoneStack(aiNode *current_node,
const aiNode *root_node,
const aiScene *scene,
const std::vector<aiBone *> &bones,
std::map<aiBone *, aiNode *> &bone_stack,
std::vector<aiNode *> &node_stack) {
ai_assert(scene);
ai_assert(root_node);
ai_assert(!node_stack.empty());
for (aiBone *bone : bones) {
ai_assert(bone);
aiNode *node = GetNodeFromStack(bone->mName, node_stack);
if (node == nullptr) {
node_stack.clear();
BuildNodeList(root_node, node_stack);
ASSIMP_LOG_DEBUG_F("Resetting bone stack: nullptr element ", bone->mName.C_Str());
node = GetNodeFromStack(bone->mName, node_stack);
if (!node) {
ASSIMP_LOG_ERROR("serious import issue node for bone was not detected");
continue;
}
}
ASSIMP_LOG_DEBUG_F("Successfully added bone[", bone->mName.C_Str(), "] to stack and bone node is: ", node->mName.C_Str());
bone_stack.insert(std::pair<aiBone *, aiNode *>(bone, node));
}
}
/* Returns the armature root node */
/* This is required to be detected for a bone initially, it will recurse up
* until it cannot find another bone and return the node No known failure
* points. (yet)
*/
aiNode *ArmaturePopulate::GetArmatureRoot(aiNode *bone_node,
std::vector<aiBone *> &bone_list) {
while (bone_node) {
if (!IsBoneNode(bone_node->mName, bone_list)) {
ASSIMP_LOG_DEBUG_F("GetArmatureRoot() Found valid armature: ", bone_node->mName.C_Str());
return bone_node;
}
bone_node = bone_node->mParent;
}
ASSIMP_LOG_ERROR("GetArmatureRoot() can't find armature!");
return nullptr;
}
/* Simple IsBoneNode check if this could be a bone */
bool ArmaturePopulate::IsBoneNode(const aiString &bone_name,
std::vector<aiBone *> &bones) {
for (aiBone *bone : bones) {
if (bone->mName == bone_name) {
return true;
}
}
return false;
}
/* Pop this node by name from the stack if found */
/* Used in multiple armature situations with duplicate node / bone names */
/* Known flaw: cannot have nodes with bone names, will be fixed in later release
*/
/* (serious to be fixed) Known flaw: nodes which have more than one bone could
* be prematurely dropped from stack */
aiNode *ArmaturePopulate::GetNodeFromStack(const aiString &node_name,
std::vector<aiNode *> &nodes) {
std::vector<aiNode *>::iterator iter;
aiNode *found = nullptr;
for (iter = nodes.begin(); iter < nodes.end(); ++iter) {
aiNode *element = *iter;
ai_assert(element);
// node valid and node name matches
if (element->mName == node_name) {
found = element;
break;
}
}
if (found != nullptr) {
ASSIMP_LOG_INFO_F("Removed node from stack: ", found->mName.C_Str());
// now pop the element from the node list
nodes.erase(iter);
return found;
}
// unique names can cause this problem
ASSIMP_LOG_ERROR("[Serious] GetNodeFromStack() can't find node from stack!");
return nullptr;
}
} // Namespace Assimp

View file

@ -0,0 +1,112 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#ifndef ARMATURE_POPULATE_H_
#define ARMATURE_POPULATE_H_
#include "Common/BaseProcess.h"
#include <assimp/BaseImporter.h>
#include <vector>
#include <map>
struct aiNode;
struct aiBone;
namespace Assimp {
// ---------------------------------------------------------------------------
/** Armature Populate: This is a post process designed
* To save you time when importing models into your game engines
* This was originally designed only for fbx but will work with other formats
* it is intended to auto populate aiBone data with armature and the aiNode
* This is very useful when dealing with skinned meshes
* or when dealing with many different skeletons
* It's off by default but recommend that you try it and use it
* It should reduce down any glue code you have in your
* importers
* You can contact RevoluPowered <gordon@gordonite.tech>
* For more info about this
*/
class ASSIMP_API ArmaturePopulate : public BaseProcess {
public:
/// The default class constructor.
ArmaturePopulate();
/// The class destructor.
virtual ~ArmaturePopulate();
/// Overwritten, @see BaseProcess
virtual bool IsActive( unsigned int pFlags ) const;
/// Overwritten, @see BaseProcess
virtual void SetupProperties( const Importer* pImp );
/// Overwritten, @see BaseProcess
virtual void Execute( aiScene* pScene );
static aiNode *GetArmatureRoot(aiNode *bone_node,
std::vector<aiBone *> &bone_list);
static bool IsBoneNode(const aiString &bone_name,
std::vector<aiBone *> &bones);
static aiNode *GetNodeFromStack(const aiString &node_name,
std::vector<aiNode *> &nodes);
static void BuildNodeList(const aiNode *current_node,
std::vector<aiNode *> &nodes);
static void BuildBoneList(aiNode *current_node, const aiNode *root_node,
const aiScene *scene,
std::vector<aiBone *> &bones);
static void BuildBoneStack(aiNode *current_node, const aiNode *root_node,
const aiScene *scene,
const std::vector<aiBone *> &bones,
std::map<aiBone *, aiNode *> &bone_stack,
std::vector<aiNode *> &node_stack);
};
} // Namespace Assimp
#endif // SCALE_PROCESS_H_

View file

@ -354,12 +354,12 @@ void ComputeUVMappingProcess::ComputePlaneMapping(aiMesh* mesh,const aiVector3D&
}
else if (axis * base_axis_z >= angle_epsilon) {
FindMeshCenter(mesh, center, min, max);
diffu = max.y - min.y;
diffv = max.z - min.z;
diffu = max.x - min.x;
diffv = max.y - min.y;
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
const aiVector3D& pos = mesh->mVertices[pnt];
out[pnt].Set((pos.y - min.y) / diffu,(pos.x - min.x) / diffv,0.0);
out[pnt].Set((pos.x - min.x) / diffu,(pos.y - min.y) / diffv,0.0);
}
}
// slower code path in case the mapping axis is not one of the coordinate system axes

View file

@ -52,7 +52,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "FindInvalidDataProcess.h"
#include "ProcessHelper.h"
#include <assimp/Macros.h>
#include <assimp/Exceptional.h>
#include <assimp/qnan.h>

View file

@ -431,31 +431,6 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
bone->mWeights = new aiVertexWeight[bone->mNumWeights];
memcpy( bone->mWeights, &newWeights[0], bone->mNumWeights * sizeof( aiVertexWeight));
}
else {
/* NOTE:
*
* In the algorithm above we're assuming that there are no vertices
* with a different bone weight setup at the same position. That wouldn't
* make sense, but it is not absolutely impossible. SkeletonMeshBuilder
* for example generates such input data if two skeleton points
* share the same position. Again this doesn't make sense but is
* reality for some model formats (MD5 for example uses these special
* nodes as attachment tags for its weapons).
*
* Then it is possible that a bone has no weights anymore .... as a quick
* workaround, we're just removing these bones. If they're animated,
* model geometry might be modified but at least there's no risk of a crash.
*/
delete bone;
--pMesh->mNumBones;
for (unsigned int n = a; n < pMesh->mNumBones; ++n) {
pMesh->mBones[n] = pMesh->mBones[n+1];
}
--a;
ASSIMP_LOG_WARN("Removing bone -> no weights remaining");
}
}
return pMesh->mNumVertices;
}

View file

@ -224,3 +224,32 @@ bool MakeVerboseFormatProcess::MakeVerboseFormat(aiMesh* pcMesh)
}
return (pcMesh->mNumVertices != iOldNumVertices);
}
// ------------------------------------------------------------------------------------------------
bool IsMeshInVerboseFormat(const aiMesh* mesh) {
// avoid slow vector<bool> specialization
std::vector<unsigned int> seen(mesh->mNumVertices,0);
for(unsigned int i = 0; i < mesh->mNumFaces; ++i) {
const aiFace& f = mesh->mFaces[i];
for(unsigned int j = 0; j < f.mNumIndices; ++j) {
if(++seen[f.mIndices[j]] == 2) {
// found a duplicate index
return false;
}
}
}
return true;
}
// ------------------------------------------------------------------------------------------------
bool MakeVerboseFormatProcess::IsVerboseFormat(const aiScene* pScene) {
for(unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
if(!IsMeshInVerboseFormat(pScene->mMeshes[i])) {
return false;
}
}
return true;
}

View file

@ -94,6 +94,13 @@ public:
* @param pScene The imported data to work at. */
void Execute( aiScene* pScene);
public:
// -------------------------------------------------------------------
/** Checks whether the scene is already in verbose format.
* @param pScene The data to check.
* @return true if the scene is already in verbose format. */
static bool IsVerboseFormat(const aiScene* pScene);
private:

View file

@ -538,13 +538,17 @@ void ValidateDSProcess::Validate( const aiAnimation* pAnimation)
{
Validate(&pAnimation->mName);
// validate all materials
if (pAnimation->mNumChannels)
// validate all animations
if (pAnimation->mNumChannels || pAnimation->mNumMorphMeshChannels)
{
if (!pAnimation->mChannels) {
if (!pAnimation->mChannels && pAnimation->mNumChannels) {
ReportError("aiAnimation::mChannels is NULL (aiAnimation::mNumChannels is %i)",
pAnimation->mNumChannels);
}
if (!pAnimation->mMorphMeshChannels && pAnimation->mNumMorphMeshChannels) {
ReportError("aiAnimation::mMorphMeshChannels is NULL (aiAnimation::mNumMorphMeshChannels is %i)",
pAnimation->mNumMorphMeshChannels);
}
for (unsigned int i = 0; i < pAnimation->mNumChannels;++i)
{
if (!pAnimation->mChannels[i])
@ -554,6 +558,15 @@ void ValidateDSProcess::Validate( const aiAnimation* pAnimation)
}
Validate(pAnimation, pAnimation->mChannels[i]);
}
for (unsigned int i = 0; i < pAnimation->mNumMorphMeshChannels;++i)
{
if (!pAnimation->mMorphMeshChannels[i])
{
ReportError("aiAnimation::mMorphMeshChannels[%i] is NULL (aiAnimation::mNumMorphMeshChannels is %i)",
i, pAnimation->mNumMorphMeshChannels);
}
Validate(pAnimation, pAnimation->mMorphMeshChannels[i]);
}
}
else {
ReportError("aiAnimation::mNumChannels is 0. At least one node animation channel must be there.");
@ -903,6 +916,48 @@ void ValidateDSProcess::Validate( const aiAnimation* pAnimation,
}
}
void ValidateDSProcess::Validate( const aiAnimation* pAnimation,
const aiMeshMorphAnim* pMeshMorphAnim)
{
Validate(&pMeshMorphAnim->mName);
if (!pMeshMorphAnim->mNumKeys) {
ReportError("Empty mesh morph animation channel");
}
// otherwise check whether one of the keys exceeds the total duration of the animation
if (pMeshMorphAnim->mNumKeys)
{
if (!pMeshMorphAnim->mKeys)
{
ReportError("aiMeshMorphAnim::mKeys is NULL (aiMeshMorphAnim::mNumKeys is %i)",
pMeshMorphAnim->mNumKeys);
}
double dLast = -10e10;
for (unsigned int i = 0; i < pMeshMorphAnim->mNumKeys;++i)
{
// ScenePreprocessor will compute the duration if still the default value
// (Aramis) Add small epsilon, comparison tended to fail if max_time == duration,
// seems to be due the compilers register usage/width.
if (pAnimation->mDuration > 0. && pMeshMorphAnim->mKeys[i].mTime > pAnimation->mDuration+0.001)
{
ReportError("aiMeshMorphAnim::mKeys[%i].mTime (%.5f) is larger "
"than aiAnimation::mDuration (which is %.5f)",i,
(float)pMeshMorphAnim->mKeys[i].mTime,
(float)pAnimation->mDuration);
}
if (i && pMeshMorphAnim->mKeys[i].mTime <= dLast)
{
ReportWarning("aiMeshMorphAnim::mKeys[%i].mTime (%.5f) is smaller "
"than aiMeshMorphAnim::mKeys[%i] (which is %.5f)",i,
(float)pMeshMorphAnim->mKeys[i].mTime,
i-1, (float)dLast);
}
dLast = pMeshMorphAnim->mKeys[i].mTime;
}
}
}
// ------------------------------------------------------------------------------------------------
void ValidateDSProcess::Validate( const aiNode* pNode)
{
@ -958,7 +1013,7 @@ void ValidateDSProcess::Validate( const aiString* pString)
{
if (pString->length > MAXLEN)
{
ReportError("aiString::length is too large (%lu, maximum is %lu)",
ReportError("aiString::length is too large (%u, maximum is %lu)",
pString->length,MAXLEN);
}
const char* sz = pString->data;

View file

@ -55,6 +55,7 @@ struct aiBone;
struct aiMesh;
struct aiAnimation;
struct aiNodeAnim;
struct aiMeshMorphAnim;
struct aiTexture;
struct aiMaterial;
struct aiNode;
@ -150,6 +151,13 @@ protected:
void Validate( const aiAnimation* pAnimation,
const aiNodeAnim* pBoneAnim);
/** Validates a mesh morph animation channel.
* @param pAnimation Input animation.
* @param pMeshMorphAnim Mesh morph animation channel.
* */
void Validate( const aiAnimation* pAnimation,
const aiMeshMorphAnim* pMeshMorphAnim);
// -------------------------------------------------------------------
/** Validates a node and all of its subnodes
* @param Node Input node*/

View file

@ -1,7 +1,28 @@
#ifndef ASSIMP_REVISION_H_INC
#define ASSIMP_REVISION_H_INC
#define GitVersion 0x00000000
#define GitVersion 0x308db73d
#define GitBranch "master"
#define VER_MAJOR 5
#define VER_MINOR 0
#define VER_PATCH 0
#define VER_BUILD 0
#define STR_HELP(x) #x
#define STR(x) STR_HELP(x)
#define VER_FILEVERSION VER_MAJOR,VER_MINOR,VER_PATCH,VER_BUILD
#if (GitVersion == 0)
#define VER_FILEVERSION_STR STR(VER_MAJOR) "." STR(VER_MINOR) "." STR(VER_PATCH) "." STR(VER_BUILD)
#else
#define VER_FILEVERSION_STR STR(VER_MAJOR) "." STR(VER_MINOR) "." STR(VER_PATCH) "." STR(VER_BUILD) " (Commit 308db73d)"
#endif
#ifdef NDEBUG
#define VER_ORIGINAL_FILENAME_STR "assimp.dll"
#else
#define VER_ORIGINAL_FILENAME_STR "assimp.dll"
#endif // NDEBUG
#endif // ASSIMP_REVISION_H_INC

View file

@ -0,0 +1,8 @@
# See <http://EditorConfig.org> for details
[*.{h,hpp,inl}]
end_of_line = lf
insert_final_newline = true
trim_trailing_whitespace = true
indent_size = 4
indent_style = space

View file

@ -41,9 +41,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/** @file Definition of the base class for all importer worker classes. */
#pragma once
#ifndef INCLUDED_AI_BASEIMPORTER_H
#define INCLUDED_AI_BASEIMPORTER_H
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include "Exceptional.h"
#include <vector>
@ -191,16 +196,13 @@ public:
/**
* Assimp Importer
* unit conversions available
* if you need another measurment unit add it below.
* it's currently defined in assimp that we prefer meters.
* NOTE: Valid options are initialised in the
* constructor in the implementation file to
* work around a VS2013 compiler bug if support
* for that compiler is dropped in the future
* initialisation can be moved back here
* */
std::map<ImporterUnits, double> importerUnits = {
{ImporterUnits::M, 1},
{ImporterUnits::CM, 0.01},
{ImporterUnits::MM, 0.001},
{ImporterUnits::INCHES, 0.0254},
{ImporterUnits::FEET, 0.3048}
};
std::map<ImporterUnits, double> importerUnits;
virtual void SetApplicationUnits( const ImporterUnits& unit )
{

View file

@ -46,10 +46,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
* Used for file formats which embed their textures into the model file.
*/
#pragma once
#ifndef AI_BITMAP_H_INC
#define AI_BITMAP_H_INC
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include "defs.h"
#include <stdint.h>
#include <cstddef>

View file

@ -42,9 +42,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/** @file Helper class tp perform various byte oder swappings
(e.g. little to big endian) */
#pragma once
#ifndef AI_BYTESWAPPER_H_INC
#define AI_BYTESWAPPER_H_INC
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <assimp/ai_assert.h>
#include <assimp/types.h>
#include <stdint.h>

View file

@ -43,16 +43,26 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/** @file CreateAnimMesh.h
* Create AnimMesh from Mesh
*/
#pragma once
#ifndef INCLUDED_AI_CREATE_ANIM_MESH_H
#define INCLUDED_AI_CREATE_ANIM_MESH_H
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <assimp/mesh.h>
namespace Assimp {
namespace Assimp {
/** Create aiAnimMesh from aiMesh. */
/**
* Create aiAnimMesh from aiMesh.
* @param mesh The input mesh to create an animated mesh from.
* @return The new created animated mesh.
*/
ASSIMP_API aiAnimMesh *aiCreateAnimMesh(const aiMesh *mesh);
} // end of namespace Assimp
#endif // INCLUDED_AI_CREATE_ANIM_MESH_H

View file

@ -41,15 +41,20 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/** @file Default file I/O using fXXX()-family of functions */
#pragma once
#ifndef AI_DEFAULTIOSTREAM_H_INC
#define AI_DEFAULTIOSTREAM_H_INC
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <stdio.h>
#include <assimp/IOStream.hpp>
#include <assimp/importerdesc.h>
#include <assimp/Defines.h>
namespace Assimp {
namespace Assimp {
// ----------------------------------------------------------------------------------
//! @class DefaultIOStream
@ -57,8 +62,7 @@ namespace Assimp {
//! @note An instance of this class can exist without a valid file handle
//! attached to it. All calls fail, but the instance can nevertheless be
//! used with no restrictions.
class ASSIMP_API DefaultIOStream : public IOStream
{
class ASSIMP_API DefaultIOStream : public IOStream {
friend class DefaultIOSystem;
#if __ANDROID__
# if __ANDROID_API__ > 9
@ -82,7 +86,6 @@ public:
size_t pSize,
size_t pCount);
// -------------------------------------------------------------------
/// Write to stream
size_t Write(const void* pvBuffer,
@ -107,16 +110,13 @@ public:
void Flush();
private:
// File data-structure, using clib
FILE* mFile;
// Filename
std::string mFilename;
// Cached file size
mutable size_t mCachedSize;
};
// ----------------------------------------------------------------------------------
inline
AI_FORCE_INLINE
DefaultIOStream::DefaultIOStream() AI_NO_EXCEPT
: mFile(nullptr)
, mFilename("")
@ -125,7 +125,7 @@ DefaultIOStream::DefaultIOStream() AI_NO_EXCEPT
}
// ----------------------------------------------------------------------------------
inline
AI_FORCE_INLINE
DefaultIOStream::DefaultIOStream (FILE* pFile, const std::string &strFilename)
: mFile(pFile)
, mFilename(strFilename)
@ -137,4 +137,3 @@ DefaultIOStream::DefaultIOStream (FILE* pFile, const std::string &strFilename)
} // ns assimp
#endif //!!AI_DEFAULTIOSTREAM_H_INC

View file

@ -41,9 +41,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/** @file Default implementation of IOSystem using the standard C file functions */
#pragma once
#ifndef AI_DEFAULTIOSYSTEM_H_INC
#define AI_DEFAULTIOSYSTEM_H_INC
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <assimp/IOSystem.hpp>
namespace Assimp {

View file

@ -38,6 +38,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#pragma once
#ifndef AI_DEFINES_H_INC
#define AI_DEFINES_H_INC
#ifdef __GNUC__
# pragma GCC system_header
#endif
// We need those constants, workaround for any platforms where nobody defined them yet
#if (!defined SIZE_MAX)
# define SIZE_MAX (~((size_t)0))
@ -47,3 +55,4 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
# define UINT_MAX (~((unsigned int)0))
#endif
#endif // AI_DEINES_H_INC

View file

@ -38,11 +38,17 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#ifndef INCLUDED_EXCEPTIONAL_H
#define INCLUDED_EXCEPTIONAL_H
#pragma once
#ifndef AI_INCLUDED_EXCEPTIONAL_H
#define AI_INCLUDED_EXCEPTIONAL_H
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <stdexcept>
#include <assimp/DefaultIOStream.h>
using std::runtime_error;
#ifdef _MSC_VER
@ -53,17 +59,14 @@ using std::runtime_error;
/** FOR IMPORTER PLUGINS ONLY: Simple exception class to be thrown if an
* unrecoverable error occurs while importing. Loading APIs return
* NULL instead of a valid aiScene then. */
class DeadlyImportError
: public runtime_error
{
class DeadlyImportError : public runtime_error {
public:
/** Constructor with arguments */
explicit DeadlyImportError( const std::string& errorText)
: runtime_error(errorText)
{
: runtime_error(errorText) {
// empty
}
private:
};
typedef DeadlyImportError DeadlyExportError;
@ -84,7 +87,7 @@ struct ExceptionSwallower {
template <typename T>
struct ExceptionSwallower<T*> {
T* operator ()() const {
return NULL;
return nullptr;
}
};
@ -122,4 +125,4 @@ struct ExceptionSwallower<void> {
}\
}
#endif // INCLUDED_EXCEPTIONAL_H
#endif // AI_INCLUDED_EXCEPTIONAL_H

View file

@ -48,6 +48,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_EXPORT_HPP_INC
#define AI_EXPORT_HPP_INC
#ifdef __GNUC__
# pragma GCC system_header
#endif
#ifndef ASSIMP_BUILD_NO_EXPORT
#include "cexport.h"

View file

@ -40,12 +40,17 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#pragma once
#ifndef AI_GENERIC_PROPERTY_H_INCLUDED
#define AI_GENERIC_PROPERTY_H_INCLUDED
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <assimp/Importer.hpp>
#include <assimp/ai_assert.h>
#include "Hash.h"
#include <assimp/Hash.h>
#include <map>

View file

@ -39,10 +39,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#pragma once
#ifndef AI_HASH_H_INCLUDED
#define AI_HASH_H_INCLUDED
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <stdint.h>
#include <string.h>

View file

@ -48,14 +48,18 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_IOSTREAM_H_INC
#define AI_IOSTREAM_H_INC
#include "types.h"
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <assimp/types.h>
#ifndef __cplusplus
# error This header requires C++ to be used. aiFileIO.h is the \
corresponding C interface.
#endif
namespace Assimp {
namespace Assimp {
// ----------------------------------------------------------------------------------
/** @brief CPP-API: Class to handle file I/O for C++
@ -125,13 +129,13 @@ public:
}; //! class IOStream
// ----------------------------------------------------------------------------------
inline
AI_FORCE_INLINE
IOStream::IOStream() AI_NO_EXCEPT {
// empty
}
// ----------------------------------------------------------------------------------
inline
AI_FORCE_INLINE
IOStream::~IOStream() {
// empty
}

View file

@ -1,5 +1,3 @@
#pragma once
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
@ -42,10 +40,17 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#pragma once
#ifndef AI_IOSTREAMBUFFER_H_INC
#define AI_IOSTREAMBUFFER_H_INC
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <assimp/types.h>
#include <assimp/IOStream.hpp>
#include "ParsingUtils.h"
#include <assimp/ParsingUtils.h>
#include <vector>
@ -124,7 +129,7 @@ private:
};
template<class T>
inline
AI_FORCE_INLINE
IOStreamBuffer<T>::IOStreamBuffer( size_t cache )
: m_stream( nullptr )
, m_filesize( 0 )
@ -138,13 +143,13 @@ IOStreamBuffer<T>::IOStreamBuffer( size_t cache )
}
template<class T>
inline
AI_FORCE_INLINE
IOStreamBuffer<T>::~IOStreamBuffer() {
// empty
}
template<class T>
inline
AI_FORCE_INLINE
bool IOStreamBuffer<T>::open( IOStream *stream ) {
// file still opened!
if ( nullptr != m_stream ) {
@ -174,7 +179,7 @@ bool IOStreamBuffer<T>::open( IOStream *stream ) {
}
template<class T>
inline
AI_FORCE_INLINE
bool IOStreamBuffer<T>::close() {
if ( nullptr == m_stream ) {
return false;
@ -192,19 +197,19 @@ bool IOStreamBuffer<T>::close() {
}
template<class T>
inline
AI_FORCE_INLINE
size_t IOStreamBuffer<T>::size() const {
return m_filesize;
}
template<class T>
inline
AI_FORCE_INLINE
size_t IOStreamBuffer<T>::cacheSize() const {
return m_cacheSize;
}
template<class T>
inline
AI_FORCE_INLINE
bool IOStreamBuffer<T>::readNextBlock() {
m_stream->Seek( m_filePos, aiOrigin_SET );
size_t readLen = m_stream->Read( &m_cache[ 0 ], sizeof( T ), m_cacheSize );
@ -222,25 +227,25 @@ bool IOStreamBuffer<T>::readNextBlock() {
}
template<class T>
inline
AI_FORCE_INLINE
size_t IOStreamBuffer<T>::getNumBlocks() const {
return m_numBlocks;
}
template<class T>
inline
AI_FORCE_INLINE
size_t IOStreamBuffer<T>::getCurrentBlockIndex() const {
return m_blockIdx;
}
template<class T>
inline
AI_FORCE_INLINE
size_t IOStreamBuffer<T>::getFilePos() const {
return m_filePos;
}
template<class T>
inline
AI_FORCE_INLINE
bool IOStreamBuffer<T>::getNextDataLine( std::vector<T> &buffer, T continuationToken ) {
buffer.resize( m_cacheSize );
if ( m_cachePos >= m_cacheSize || 0 == m_filePos ) {
@ -289,13 +294,13 @@ bool IOStreamBuffer<T>::getNextDataLine( std::vector<T> &buffer, T continuationT
return true;
}
static inline
static AI_FORCE_INLINE
bool isEndOfCache( size_t pos, size_t cacheSize ) {
return ( pos == cacheSize );
}
template<class T>
inline
AI_FORCE_INLINE
bool IOStreamBuffer<T>::getNextLine(std::vector<T> &buffer) {
buffer.resize(m_cacheSize);
if ( isEndOfCache( m_cachePos, m_cacheSize ) || 0 == m_filePos) {
@ -335,7 +340,7 @@ bool IOStreamBuffer<T>::getNextLine(std::vector<T> &buffer) {
}
template<class T>
inline
AI_FORCE_INLINE
bool IOStreamBuffer<T>::getNextBlock( std::vector<T> &buffer) {
// Return the last block-value if getNextLine was used before
if ( 0 != m_cachePos ) {
@ -353,3 +358,5 @@ bool IOStreamBuffer<T>::getNextBlock( std::vector<T> &buffer) {
}
} // !ns Assimp
#endif // AI_IOSTREAMBUFFER_H_INC

View file

@ -50,6 +50,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_IOSYSTEM_H_INC
#define AI_IOSYSTEM_H_INC
#ifdef __GNUC__
# pragma GCC system_header
#endif
#ifndef __cplusplus
# error This header requires C++ to be used. aiFileIO.h is the \
corresponding C interface.

View file

@ -48,6 +48,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_ASSIMP_HPP_INC
#define AI_ASSIMP_HPP_INC
#ifdef __GNUC__
# pragma GCC system_header
#endif
#ifndef __cplusplus
# error This header requires C++ to be used. Use assimp.h for plain C.
#endif // __cplusplus

View file

@ -48,9 +48,13 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef INCLUDED_LINE_SPLITTER_H
#define INCLUDED_LINE_SPLITTER_H
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <stdexcept>
#include "StreamReader.h"
#include "ParsingUtils.h"
#include <assimp/StreamReader.h>
#include <assimp/ParsingUtils.h>
namespace Assimp {
@ -140,7 +144,7 @@ private:
bool mSwallow, mSkip_empty_lines, mTrim;
};
inline
AI_FORCE_INLINE
LineSplitter::LineSplitter(StreamReaderLE& stream, bool skip_empty_lines, bool trim )
: mIdx(0)
, mCur()
@ -153,12 +157,12 @@ LineSplitter::LineSplitter(StreamReaderLE& stream, bool skip_empty_lines, bool t
mIdx = 0;
}
inline
AI_FORCE_INLINE
LineSplitter::~LineSplitter() {
// empty
}
inline
AI_FORCE_INLINE
LineSplitter& LineSplitter::operator++() {
if (mSwallow) {
mSwallow = false;
@ -199,12 +203,12 @@ LineSplitter& LineSplitter::operator++() {
return *this;
}
inline
AI_FORCE_INLINE
LineSplitter &LineSplitter::operator++(int) {
return ++(*this);
}
inline
AI_FORCE_INLINE
const char *LineSplitter::operator[] (size_t idx) const {
const char* s = operator->()->c_str();
@ -222,7 +226,7 @@ const char *LineSplitter::operator[] (size_t idx) const {
}
template <size_t N>
inline
AI_FORCE_INLINE
void LineSplitter::get_tokens(const char* (&tokens)[N]) const {
const char* s = operator->()->c_str();
@ -238,44 +242,44 @@ void LineSplitter::get_tokens(const char* (&tokens)[N]) const {
}
}
inline
AI_FORCE_INLINE
const std::string* LineSplitter::operator -> () const {
return &mCur;
}
inline
AI_FORCE_INLINE
std::string LineSplitter::operator* () const {
return mCur;
}
inline
AI_FORCE_INLINE
LineSplitter::operator bool() const {
return mStream.GetRemainingSize() > 0;
}
inline
AI_FORCE_INLINE
LineSplitter::operator line_idx() const {
return mIdx;
}
inline
AI_FORCE_INLINE
LineSplitter::line_idx LineSplitter::get_index() const {
return mIdx;
}
inline
AI_FORCE_INLINE
StreamReaderLE &LineSplitter::get_stream() {
return mStream;
}
inline
AI_FORCE_INLINE
bool LineSplitter::match_start(const char* check) {
const size_t len = ::strlen(check);
return len <= mCur.length() && std::equal(check, check + len, mCur.begin());
}
inline
AI_FORCE_INLINE
void LineSplitter::swallow_next_increment() {
mSwallow = true;
}

View file

@ -43,9 +43,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/** @file LogAux.h
* @brief Common logging usage patterns for importer implementations
*/
#pragma once
#ifndef INCLUDED_AI_LOGAUX_H
#define INCLUDED_AI_LOGAUX_H
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <assimp/TinyFormatter.h>
#include <assimp/Exceptional.h>
#include <assimp/DefaultLogger.hpp>

View file

@ -1,49 +0,0 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/* Helper macro to set a pointer to NULL in debug builds
*/
#if (defined ASSIMP_BUILD_DEBUG)
# define AI_DEBUG_INVALIDATE_PTR(x) x = NULL;
#else
# define AI_DEBUG_INVALIDATE_PTR(x)
#endif

View file

@ -39,22 +39,28 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#pragma once
#ifdef __GNUC__
# pragma GCC system_header
#endif
/** @file MathFunctions.h
* @brief Implementation of the math functions (gcd and lcm)
* @brief Implementation of math utility functions.
*
* Copied from BoostWorkaround/math
*/
*/
#include <limits>
namespace Assimp {
namespace Math {
// TODO: use binary GCD for unsigned integers ....
template < typename IntegerType >
IntegerType gcd( IntegerType a, IntegerType b )
{
inline
IntegerType gcd( IntegerType a, IntegerType b ) {
const IntegerType zero = (IntegerType)0;
while ( true )
{
while ( true ) {
if ( a == zero )
return b;
b %= a;
@ -66,12 +72,19 @@ IntegerType gcd( IntegerType a, IntegerType b )
}
template < typename IntegerType >
IntegerType lcm( IntegerType a, IntegerType b )
{
inline
IntegerType lcm( IntegerType a, IntegerType b ) {
const IntegerType t = gcd (a,b);
if (!t)return t;
if (!t)
return t;
return a / t * b;
}
template<class T>
inline
T getEpsilon() {
return std::numeric_limits<T>::epsilon();
}
}
}

View file

@ -42,12 +42,18 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/** @file MemoryIOWrapper.h
* Handy IOStream/IOSystem implemetation to read directly from a memory buffer */
#pragma once
#ifndef AI_MEMORYIOSTREAM_H_INC
#define AI_MEMORYIOSTREAM_H_INC
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <assimp/IOStream.hpp>
#include <assimp/IOSystem.hpp>
#include <assimp/ai_assert.h>
#include <stdint.h>
namespace Assimp {

View file

@ -44,11 +44,16 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/** @file ParsingUtils.h
* @brief Defines helper functions for text parsing
*/
#pragma once
#ifndef AI_PARSING_UTILS_H_INC
#define AI_PARSING_UTILS_H_INC
#include "StringComparison.h"
#include "StringUtils.h"
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <assimp/StringComparison.h>
#include <assimp/StringUtils.h>
#include <assimp/defs.h>
namespace Assimp {

View file

@ -43,12 +43,17 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/** @file Profiler.h
* @brief Utility to measure the respective runtime of each import step
*/
#ifndef INCLUDED_PROFILER_H
#define INCLUDED_PROFILER_H
#pragma once
#ifndef AI_INCLUDED_PROFILER_H
#define AI_INCLUDED_PROFILER_H
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <chrono>
#include <assimp/DefaultLogger.hpp>
#include "TinyFormatter.h"
#include <assimp/TinyFormatter.h>
#include <map>
@ -67,7 +72,6 @@ public:
// empty
}
public:
/** Start a named timer */
void BeginRegion(const std::string& region) {
@ -95,5 +99,5 @@ private:
}
}
#endif
#endif // AI_INCLUDED_PROFILER_H

View file

@ -47,9 +47,13 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_PROGRESSHANDLER_H_INC
#define AI_PROGRESSHANDLER_H_INC
#include "types.h"
#ifdef __GNUC__
# pragma GCC system_header
#endif
namespace Assimp {
#include <assimp/types.h>
namespace Assimp {
// ------------------------------------------------------------------------------------
/** @brief CPP-API: Abstract interface for custom progress report receivers.

View file

@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
@ -43,9 +42,13 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/** @file Declares a helper class, "CommentRemover", which can be
* used to remove comments (single and multi line) from a text file.
*/
#pragma once
#ifndef AI_REMOVE_COMMENTS_H_INC
#define AI_REMOVE_COMMENTS_H_INC
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <assimp/defs.h>
@ -58,8 +61,7 @@ namespace Assimp {
* to those in C or C++ so this code has been moved to a separate
* module.
*/
class ASSIMP_API CommentRemover
{
class ASSIMP_API CommentRemover {
// class cannot be instanced
CommentRemover() {}

View file

@ -42,9 +42,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/** Small helper classes to optimize finding vertices close to a given location
*/
#pragma once
#ifndef AI_D3DSSPATIALSORT_H_INC
#define AI_D3DSSPATIALSORT_H_INC
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <assimp/types.h>
#include <vector>
#include <stdint.h>

View file

@ -43,17 +43,22 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/** @file Declares a helper class, "SceneCombiner" providing various
* utilities to merge scenes.
*/
#pragma once
#ifndef AI_SCENE_COMBINER_H_INC
#define AI_SCENE_COMBINER_H_INC
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <assimp/ai_assert.h>
#include <assimp/types.h>
#include <assimp/Defines.h>
#include <stddef.h>
#include <set>
#include <list>
#include <stdint.h>
#include <vector>
struct aiScene;
@ -65,8 +70,10 @@ struct aiLight;
struct aiMetadata;
struct aiBone;
struct aiMesh;
struct aiAnimMesh;
struct aiAnimation;
struct aiNodeAnim;
struct aiMeshMorphAnim;
namespace Assimp {
@ -363,6 +370,7 @@ public:
static void Copy (aiMesh** dest, const aiMesh* src);
// similar to Copy():
static void Copy (aiAnimMesh** dest, const aiAnimMesh* src);
static void Copy (aiMaterial** dest, const aiMaterial* src);
static void Copy (aiTexture** dest, const aiTexture* src);
static void Copy (aiAnimation** dest, const aiAnimation* src);
@ -370,6 +378,7 @@ public:
static void Copy (aiBone** dest, const aiBone* src);
static void Copy (aiLight** dest, const aiLight* src);
static void Copy (aiNodeAnim** dest, const aiNodeAnim* src);
static void Copy (aiMeshMorphAnim** dest, const aiMeshMorphAnim* src);
static void Copy (aiMetadata** dest, const aiMetadata* src);
// recursive, of course

View file

@ -47,9 +47,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* for animation skeletons.
*/
#pragma once
#ifndef AI_SKELETONMESHBUILDER_H_INC
#define AI_SKELETONMESHBUILDER_H_INC
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <vector>
#include <assimp/mesh.h>

View file

@ -43,10 +43,16 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/** @file Defines the helper data structures for importing 3DS files.
http://www.jalix.org/ressources/graphics/3DS/_unofficials/3ds-unofficial.txt */
#pragma once
#ifndef AI_SMOOTHINGGROUPS_H_INC
#define AI_SMOOTHINGGROUPS_H_INC
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <assimp/vector3.h>
#include <stdint.h>
#include <vector>

View file

@ -41,13 +41,16 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/** @file Generation of normal vectors basing on smoothing groups */
#pragma once
#ifndef AI_SMOOTHINGGROUPS_INL_INCLUDED
#define AI_SMOOTHINGGROUPS_INL_INCLUDED
// internal headers
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <assimp/SGSpatialSort.h>
// CRT header
#include <algorithm>
using namespace Assimp;

View file

@ -41,9 +41,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/** Small helper classes to optimise finding vertizes close to a given location */
#pragma once
#ifndef AI_SPATIALSORT_H_INC
#define AI_SPATIALSORT_H_INC
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <vector>
#include <assimp/types.h>

View file

@ -41,11 +41,16 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/** @file Declares a helper class, "StandardShapes" which generates
* vertices for standard shapes, such as cylnders, cones, spheres ..
* vertices for standard shapes, such as cylinders, cones, spheres ..
*/
#pragma once
#ifndef AI_STANDARD_SHAPES_H_INC
#define AI_STANDARD_SHAPES_H_INC
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <assimp/vector3.h>
#include <vector>

View file

@ -44,15 +44,19 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/** @file Defines the StreamReader class which reads data from
* a binary stream with a well-defined endianness.
*/
#pragma once
#ifndef AI_STREAMREADER_H_INCLUDED
#define AI_STREAMREADER_H_INCLUDED
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <assimp/IOStream.hpp>
#include <assimp/Defines.h>
#include <assimp/ByteSwapper.h>
#include <assimp/Exceptional.h>
#include "ByteSwapper.h"
#include "Exceptional.h"
#include <memory>
namespace Assimp {

View file

@ -43,11 +43,15 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/** @file Defines the StreamWriter class which writes data to
* a binary stream with a well-defined endianness. */
#pragma once
#ifndef AI_STREAMWRITER_H_INCLUDED
#define AI_STREAMWRITER_H_INCLUDED
#include "ByteSwapper.h"
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <assimp/ByteSwapper.h>
#include <assimp/IOStream.hpp>
#include <memory>

View file

@ -49,12 +49,17 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
These functions are not consistently available on all platforms,
or the provided implementations behave too differently.
*/
#pragma once
#ifndef INCLUDED_AI_STRING_WORKERS_H
#define INCLUDED_AI_STRING_WORKERS_H
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <assimp/ai_assert.h>
#include <assimp/defs.h>
#include "StringComparison.h"
#include <assimp/StringComparison.h>
#include <string.h>
#include <stdint.h>

View file

@ -39,9 +39,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#pragma once
#ifndef INCLUDED_AI_STRINGUTILS_H
#define INCLUDED_AI_STRINGUTILS_H
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <assimp/defs.h>
#include <sstream>

View file

@ -45,7 +45,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_SUBDISIVION_H_INC
#define AI_SUBDISIVION_H_INC
#include <cstddef>
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <assimp/types.h>
struct aiMesh;

View file

@ -45,9 +45,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* to get rid of the boost::format dependency. Much slinker,
* basically just extends stringstream.
*/
#pragma once
#ifndef INCLUDED_TINY_FORMATTER_H
#define INCLUDED_TINY_FORMATTER_H
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <sstream>
namespace Assimp {
@ -65,24 +70,15 @@ namespace Formatter {
* @endcode */
template < typename T,
typename CharTraits = std::char_traits<T>,
typename Allocator = std::allocator<T>
>
class basic_formatter
{
typename Allocator = std::allocator<T> >
class basic_formatter {
public:
typedef class std::basic_string<T,CharTraits,Allocator> string;
typedef class std::basic_ostringstream<T,CharTraits,Allocator> stringstream;
typedef class std::basic_string<
T,CharTraits,Allocator
> string;
typedef class std::basic_ostringstream<
T,CharTraits,Allocator
> stringstream;
public:
basic_formatter() {}
basic_formatter() {
// empty
}
/* Allow basic_formatter<T>'s to be used almost interchangeably
* with std::(w)string or const (w)char* arguments because the
@ -104,14 +100,10 @@ public:
}
#endif
public:
operator string () const {
return underlying.str();
}
/* note - this is declared const because binding temporaries does only
* work for const references, so many function prototypes will
* include const basic_formatter<T>& s but might still want to

View file

@ -47,12 +47,18 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
that are not currently well-defined (and would cause compile errors
due to missing operators in the math library), are commented.
*/
#pragma once
#ifndef AI_VERTEX_H_INC
#define AI_VERTEX_H_INC
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <assimp/vector3.h>
#include <assimp/mesh.h>
#include <assimp/ai_assert.h>
#include <functional>
namespace Assimp {
@ -91,23 +97,14 @@ namespace Assimp {
* to *all* vertex components equally. This is useful for stuff like interpolation
* or subdivision, but won't work if special handling is required for some vertex components. */
// ------------------------------------------------------------------------------------------------
class Vertex
{
class Vertex {
friend Vertex operator + (const Vertex&,const Vertex&);
friend Vertex operator - (const Vertex&,const Vertex&);
// friend Vertex operator + (const Vertex&,ai_real);
// friend Vertex operator - (const Vertex&,ai_real);
friend Vertex operator * (const Vertex&,ai_real);
friend Vertex operator / (const Vertex&,ai_real);
// friend Vertex operator + (ai_real, const Vertex&);
// friend Vertex operator - (ai_real, const Vertex&);
friend Vertex operator * (ai_real, const Vertex&);
// friend Vertex operator / (ai_real, const Vertex&);
public:
Vertex() {}
// ----------------------------------------------------------------------------
@ -158,8 +155,6 @@ public:
}
}
public:
Vertex& operator += (const Vertex& v) {
*this = *this+v;
return *this;
@ -170,18 +165,6 @@ public:
return *this;
}
/*
Vertex& operator += (ai_real v) {
*this = *this+v;
return *this;
}
Vertex& operator -= (ai_real v) {
*this = *this-v;
return *this;
}
*/
Vertex& operator *= (ai_real v) {
*this = *this*v;
return *this;
@ -192,12 +175,9 @@ public:
return *this;
}
public:
// ----------------------------------------------------------------------------
/** Convert back to non-interleaved storage */
void SortBack(aiMesh* out, unsigned int idx) const {
ai_assert(idx<out->mNumVertices);
out->mVertices[idx] = position;
@ -291,8 +271,6 @@ public:
aiColor4D colors[AI_MAX_NUMBER_OF_COLOR_SETS];
};
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE Vertex operator + (const Vertex& v0,const Vertex& v1) {
return Vertex::BinaryOp<std::plus>(v0,v1);
@ -302,19 +280,6 @@ AI_FORCE_INLINE Vertex operator - (const Vertex& v0,const Vertex& v1) {
return Vertex::BinaryOp<std::minus>(v0,v1);
}
// ------------------------------------------------------------------------------------------------
/*
AI_FORCE_INLINE Vertex operator + (const Vertex& v0,ai_real f) {
return Vertex::BinaryOp<Intern::plus>(v0,f);
}
AI_FORCE_INLINE Vertex operator - (const Vertex& v0,ai_real f) {
return Vertex::BinaryOp<Intern::minus>(v0,f);
}
*/
AI_FORCE_INLINE Vertex operator * (const Vertex& v0,ai_real f) {
return Vertex::BinaryOp<Intern::multiplies>(v0,f);
}
@ -323,26 +288,10 @@ AI_FORCE_INLINE Vertex operator / (const Vertex& v0,ai_real f) {
return Vertex::BinaryOp<Intern::multiplies>(v0,1.f/f);
}
// ------------------------------------------------------------------------------------------------
/*
AI_FORCE_INLINE Vertex operator + (ai_real f,const Vertex& v0) {
return Vertex::BinaryOp<Intern::plus>(f,v0);
}
AI_FORCE_INLINE Vertex operator - (ai_real f,const Vertex& v0) {
return Vertex::BinaryOp<Intern::minus>(f,v0);
}
*/
AI_FORCE_INLINE Vertex operator * (ai_real f,const Vertex& v0) {
return Vertex::BinaryOp<Intern::multiplies>(f,v0);
}
/*
AI_FORCE_INLINE Vertex operator / (ai_real f,const Vertex& v0) {
return Vertex::BinaryOp<Intern::divides>(f,v0);
}
*/
}
#endif
#endif // AI_VERTEX_H_INC

View file

@ -40,9 +40,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#pragma once
#ifndef INCLUDED_ASSIMP_XML_TOOLS_H
#define INCLUDED_ASSIMP_XML_TOOLS_H
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <string>
namespace Assimp {

View file

@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
@ -45,6 +43,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_AABB_H_INC
#define AI_AABB_H_INC
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <assimp/vector3.h>
struct aiAABB {
@ -69,8 +71,9 @@ struct aiAABB {
// empty
}
#endif
#endif // __cplusplus
};
#endif
#endif // AI_AABB_H_INC

View file

@ -44,6 +44,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_ASSERT_H_INC
#define AI_ASSERT_H_INC
#ifdef __GNUC__
# pragma GCC system_header
#endif
#ifdef ASSIMP_BUILD_DEBUG
# include <assert.h>
# define ai_assert(expression) assert( expression )

View file

@ -50,6 +50,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_ANIM_H_INC
#define AI_ANIM_H_INC
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <assimp/types.h>
#include <assimp/quaternion.h>

View file

@ -47,6 +47,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_CAMERA_H_INC
#define AI_CAMERA_H_INC
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include "types.h"
#ifdef __cplusplus
@ -113,7 +117,6 @@ struct aiCamera
*/
C_STRUCT aiVector3D mPosition;
/** 'Up' - vector of the camera coordinate system relative to
* the coordinate space defined by the corresponding node.
*
@ -134,7 +137,6 @@ struct aiCamera
*/
C_STRUCT aiVector3D mLookAt;
/** Half horizontal field of view angle, in radians.
*
* The field of view angle is the angle between the center

View file

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2011, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.
@ -46,6 +46,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_EXPORT_H_INC
#define AI_EXPORT_H_INC
#ifdef __GNUC__
# pragma GCC system_header
#endif
#ifndef ASSIMP_BUILD_NO_EXPORT
// Public ASSIMP data structures

View file

@ -48,10 +48,16 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_FILEIO_H_INC
#define AI_FILEIO_H_INC
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <assimp/types.h>
#ifdef __cplusplus
extern "C" {
#endif
struct aiFileIO;
struct aiFile;

View file

@ -48,8 +48,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_ASSIMP_H_INC
#define AI_ASSIMP_H_INC
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <assimp/types.h>
#include "importerdesc.h"
#include <assimp/importerdesc.h>
#ifdef __cplusplus
extern "C" {

View file

@ -47,7 +47,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_COLOR4D_H_INC
#define AI_COLOR4D_H_INC
#include "defs.h"
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <assimp/defs.h>
#ifdef __cplusplus
@ -56,8 +60,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* alpha component. Color values range from 0 to 1. */
// ----------------------------------------------------------------------------------
template <typename TReal>
class aiColor4t
{
class aiColor4t {
public:
aiColor4t() AI_NO_EXCEPT : r(), g(), b(), a() {}
aiColor4t (TReal _r, TReal _g, TReal _b, TReal _a)
@ -65,14 +68,12 @@ public:
explicit aiColor4t (TReal _r) : r(_r), g(_r), b(_r), a(_r) {}
aiColor4t (const aiColor4t& o) = default;
public:
// combined operators
const aiColor4t& operator += (const aiColor4t& o);
const aiColor4t& operator -= (const aiColor4t& o);
const aiColor4t& operator *= (TReal f);
const aiColor4t& operator /= (TReal f);
public:
// comparison
bool operator == (const aiColor4t& other) const;
bool operator != (const aiColor4t& other) const;
@ -85,8 +86,6 @@ public:
/** check whether a color is (close to) black */
inline bool IsBlack() const;
public:
// Red, green, blue and alpha color values
TReal r, g, b, a;
}; // !struct aiColor4D

View file

@ -48,36 +48,61 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_COLOR4D_INL_INC
#define AI_COLOR4D_INL_INC
#ifdef __GNUC__
# pragma GCC system_header
#endif
#ifdef __cplusplus
#include "color4.h"
#include <assimp/color4.h>
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE const aiColor4t<TReal>& aiColor4t<TReal>::operator += (const aiColor4t<TReal>& o) {
r += o.r; g += o.g; b += o.b; a += o.a;
AI_FORCE_INLINE
const aiColor4t<TReal>& aiColor4t<TReal>::operator += (const aiColor4t<TReal>& o) {
r += o.r;
g += o.g;
b += o.b;
a += o.a;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE const aiColor4t<TReal>& aiColor4t<TReal>::operator -= (const aiColor4t<TReal>& o) {
r -= o.r; g -= o.g; b -= o.b; a -= o.a;
AI_FORCE_INLINE
const aiColor4t<TReal>& aiColor4t<TReal>::operator -= (const aiColor4t<TReal>& o) {
r -= o.r;
g -= o.g;
b -= o.b;
a -= o.a;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE const aiColor4t<TReal>& aiColor4t<TReal>::operator *= (TReal f) {
r *= f; g *= f; b *= f; a *= f;
AI_FORCE_INLINE
const aiColor4t<TReal>& aiColor4t<TReal>::operator *= (TReal f) {
r *= f;
g *= f;
b *= f;
a *= f;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE const aiColor4t<TReal>& aiColor4t<TReal>::operator /= (TReal f) {
r /= f; g /= f; b /= f; a /= f;
AI_FORCE_INLINE
const aiColor4t<TReal>& aiColor4t<TReal>::operator /= (TReal f) {
r /= f;
g /= f;
b /= f;
a /= f;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE TReal aiColor4t<TReal>::operator[](unsigned int i) const {
AI_FORCE_INLINE
TReal aiColor4t<TReal>::operator[](unsigned int i) const {
switch ( i ) {
case 0:
return r;
@ -94,7 +119,8 @@ AI_FORCE_INLINE TReal aiColor4t<TReal>::operator[](unsigned int i) const {
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE TReal& aiColor4t<TReal>::operator[](unsigned int i) {
AI_FORCE_INLINE
TReal& aiColor4t<TReal>::operator[](unsigned int i) {
switch ( i ) {
case 0:
return r;
@ -111,17 +137,20 @@ AI_FORCE_INLINE TReal& aiColor4t<TReal>::operator[](unsigned int i) {
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE bool aiColor4t<TReal>::operator== (const aiColor4t<TReal>& other) const {
AI_FORCE_INLINE
bool aiColor4t<TReal>::operator== (const aiColor4t<TReal>& other) const {
return r == other.r && g == other.g && b == other.b && a == other.a;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE bool aiColor4t<TReal>::operator!= (const aiColor4t<TReal>& other) const {
AI_FORCE_INLINE
bool aiColor4t<TReal>::operator!= (const aiColor4t<TReal>& other) const {
return r != other.r || g != other.g || b != other.b || a != other.a;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE bool aiColor4t<TReal>::operator< (const aiColor4t<TReal>& other) const {
AI_FORCE_INLINE
bool aiColor4t<TReal>::operator< (const aiColor4t<TReal>& other) const {
return r < other.r || (
r == other.r && (
g < other.g || (
@ -136,14 +165,17 @@ AI_FORCE_INLINE bool aiColor4t<TReal>::operator< (const aiColor4t<TReal>& other)
)
);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator + (const aiColor4t<TReal>& v1, const aiColor4t<TReal>& v2) {
AI_FORCE_INLINE
aiColor4t<TReal> operator + (const aiColor4t<TReal>& v1, const aiColor4t<TReal>& v2) {
return aiColor4t<TReal>( v1.r + v2.r, v1.g + v2.g, v1.b + v2.b, v1.a + v2.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator - (const aiColor4t<TReal>& v1, const aiColor4t<TReal>& v2) {
AI_FORCE_INLINE
aiColor4t<TReal> operator - (const aiColor4t<TReal>& v1, const aiColor4t<TReal>& v2) {
return aiColor4t<TReal>( v1.r - v2.r, v1.g - v2.g, v1.b - v2.b, v1.a - v2.a);
}
// ------------------------------------------------------------------------------------------------
@ -153,53 +185,63 @@ AI_FORCE_INLINE aiColor4t<TReal> operator * (const aiColor4t<TReal>& v1, const a
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator / (const aiColor4t<TReal>& v1, const aiColor4t<TReal>& v2) {
AI_FORCE_INLINE
aiColor4t<TReal> operator / (const aiColor4t<TReal>& v1, const aiColor4t<TReal>& v2) {
return aiColor4t<TReal>( v1.r / v2.r, v1.g / v2.g, v1.b / v2.b, v1.a / v2.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator * ( TReal f, const aiColor4t<TReal>& v) {
AI_FORCE_INLINE
aiColor4t<TReal> operator * ( TReal f, const aiColor4t<TReal>& v) {
return aiColor4t<TReal>( f*v.r, f*v.g, f*v.b, f*v.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator * ( const aiColor4t<TReal>& v, TReal f) {
AI_FORCE_INLINE
aiColor4t<TReal> operator * ( const aiColor4t<TReal>& v, TReal f) {
return aiColor4t<TReal>( f*v.r, f*v.g, f*v.b, f*v.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator / ( const aiColor4t<TReal>& v, TReal f) {
AI_FORCE_INLINE
aiColor4t<TReal> operator / ( const aiColor4t<TReal>& v, TReal f) {
return v * (1/f);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator / ( TReal f,const aiColor4t<TReal>& v) {
AI_FORCE_INLINE
aiColor4t<TReal> operator / ( TReal f,const aiColor4t<TReal>& v) {
return aiColor4t<TReal>(f,f,f,f)/v;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator + ( const aiColor4t<TReal>& v, TReal f) {
AI_FORCE_INLINE
aiColor4t<TReal> operator + ( const aiColor4t<TReal>& v, TReal f) {
return aiColor4t<TReal>( f+v.r, f+v.g, f+v.b, f+v.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator - ( const aiColor4t<TReal>& v, TReal f) {
AI_FORCE_INLINE
aiColor4t<TReal> operator - ( const aiColor4t<TReal>& v, TReal f) {
return aiColor4t<TReal>( v.r-f, v.g-f, v.b-f, v.a-f);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator + ( TReal f, const aiColor4t<TReal>& v) {
AI_FORCE_INLINE
aiColor4t<TReal> operator + ( TReal f, const aiColor4t<TReal>& v) {
return aiColor4t<TReal>( f+v.r, f+v.g, f+v.b, f+v.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
AI_FORCE_INLINE aiColor4t<TReal> operator - ( TReal f, const aiColor4t<TReal>& v) {
AI_FORCE_INLINE
aiColor4t<TReal> operator - ( TReal f, const aiColor4t<TReal>& v) {
return aiColor4t<TReal>( f-v.r, f-v.g, f-v.b, f-v.a);
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline bool aiColor4t<TReal> :: IsBlack() const {
AI_FORCE_INLINE
bool aiColor4t<TReal>::IsBlack() const {
// The alpha component doesn't care here. black is black.
static const TReal epsilon = 10e-3f;
return std::fabs( r ) < epsilon && std::fabs( g ) < epsilon && std::fabs( b ) < epsilon;

View file

@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
@ -50,6 +48,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_DEFINES_H_INC
#define AI_DEFINES_H_INC
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <assimp/config.h>
//////////////////////////////////////////////////////////////////////////
@ -126,16 +128,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* GENBOUNDINGBOXES */
//////////////////////////////////////////////////////////////////////////
#ifdef _MSC_VER
#ifdef _WIN32
# undef ASSIMP_API
//////////////////////////////////////////////////////////////////////////
/* Define 'ASSIMP_BUILD_DLL_EXPORT' to build a DLL of the library */
//////////////////////////////////////////////////////////////////////////
# ifdef ASSIMP_BUILD_DLL_EXPORT
# define ASSIMP_API __declspec(dllexport)
# define ASSIMP_API_WINONLY __declspec(dllexport)
# pragma warning (disable : 4251)
//////////////////////////////////////////////////////////////////////////
/* Define 'ASSIMP_DLL' before including Assimp to link to ASSIMP in
@ -148,7 +148,19 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
# define ASSIMP_API
# define ASSIMP_API_WINONLY
# endif
#elif defined(SWIG)
/* Do nothing, the relevant defines are all in AssimpSwigPort.i */
#else
# define ASSIMP_API __attribute__ ((visibility("default")))
# define ASSIMP_API_WINONLY
#endif
#ifdef _MSC_VER
# ifdef ASSIMP_BUILD_DLL_EXPORT
# pragma warning (disable : 4251)
# endif
/* Force the compiler to inline a function, if possible
*/
# define AI_FORCE_INLINE __forceinline
@ -156,17 +168,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/* Tells the compiler that a function never returns. Used in code analysis
* to skip dead paths (e.g. after an assertion evaluated to false). */
# define AI_WONT_RETURN __declspec(noreturn)
#elif defined(SWIG)
/* Do nothing, the relevant defines are all in AssimpSwigPort.i */
#else
# define AI_WONT_RETURN
# define ASSIMP_API __attribute__ ((visibility("default")))
# define ASSIMP_API_WINONLY
# define AI_FORCE_INLINE inline
#endif // (defined _MSC_VER)
@ -291,9 +298,10 @@ static const ai_real ai_epsilon = (ai_real) 0.00001;
#endif
/* To avoid running out of memory
* This can be adjusted for specific use cases
* It's NOT a total limit, just a limit for individual allocations
/**
* To avoid running out of memory
* This can be adjusted for specific use cases
* It's NOT a total limit, just a limit for individual allocations
*/
#define AI_MAX_ALLOC(type) ((256U * 1024 * 1024) / sizeof(type))
@ -307,4 +315,13 @@ static const ai_real ai_epsilon = (ai_real) 0.00001;
# endif
#endif // _MSC_VER
/**
* Helper macro to set a pointer to NULL in debug builds
*/
#if (defined ASSIMP_BUILD_DEBUG)
# define AI_DEBUG_INVALIDATE_PTR(x) x = NULL;
#else
# define AI_DEBUG_INVALIDATE_PTR(x)
#endif
#endif // !! AI_DEFINES_H_INC

View file

@ -13,10 +13,14 @@
// to ensure long numbers are handled correctly
// ------------------------------------------------------------------------------------
#pragma once
#ifndef FAST_A_TO_F_H_INCLUDED
#define FAST_A_TO_F_H_INCLUDED
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <cmath>
#include <limits>
#include <stdint.h>

View file

@ -48,11 +48,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_IMPORTER_DESC_H_INC
#define AI_IMPORTER_DESC_H_INC
#ifdef __GNUC__
# pragma GCC system_header
#endif
/** Mixed set of flags for #aiImporterDesc, indicating some features
* common to many importers*/
enum aiImporterFlags
{
enum aiImporterFlags {
/** Indicates that there is a textual encoding of the
* file format; and that it is supported.*/
aiImporterFlags_SupportTextFlavour = 0x1,
@ -87,8 +90,7 @@ enum aiImporterFlags
* as importers/exporters are added to Assimp, so it might be useful
* to have a common mechanism to query some rough importer
* characteristics. */
struct aiImporterDesc
{
struct aiImporterDesc {
/** Full name of the importer (i.e. Blender3D importer)*/
const char* mName;

View file

@ -49,7 +49,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_LIGHT_H_INC
#define AI_LIGHT_H_INC
#include "types.h"
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <assimp/types.h>
#ifdef __cplusplus
extern "C" {

View file

@ -48,7 +48,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_MATERIAL_H_INC
#define AI_MATERIAL_H_INC
#include "types.h"
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <assimp/types.h>
#ifdef __cplusplus
extern "C" {

View file

@ -49,14 +49,18 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_MATERIAL_INL_INC
#define AI_MATERIAL_INL_INC
#ifdef __GNUC__
# pragma GCC system_header
#endif
// ---------------------------------------------------------------------------
inline aiPropertyTypeInfo ai_real_to_property_type_info(float)
{
AI_FORCE_INLINE
aiPropertyTypeInfo ai_real_to_property_type_info(float) {
return aiPTI_Float;
}
inline aiPropertyTypeInfo ai_real_to_property_type_info(double)
{
AI_FORCE_INLINE
aiPropertyTypeInfo ai_real_to_property_type_info(double) {
return aiPTI_Double;
}
// ---------------------------------------------------------------------------
@ -64,30 +68,30 @@ inline aiPropertyTypeInfo ai_real_to_property_type_info(double)
//! @cond never
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::GetTexture( aiTextureType type,
unsigned int index,
C_STRUCT aiString* path,
aiTextureMapping* mapping /*= NULL*/,
unsigned int* uvindex /*= NULL*/,
ai_real* blend /*= NULL*/,
aiTextureOp* op /*= NULL*/,
aiTextureMapMode* mapmode /*= NULL*/) const
{
AI_FORCE_INLINE
aiReturn aiMaterial::GetTexture( aiTextureType type,
unsigned int index,
C_STRUCT aiString* path,
aiTextureMapping* mapping /*= NULL*/,
unsigned int* uvindex /*= NULL*/,
ai_real* blend /*= NULL*/,
aiTextureOp* op /*= NULL*/,
aiTextureMapMode* mapmode /*= NULL*/) const {
return ::aiGetMaterialTexture(this,type,index,path,mapping,uvindex,blend,op,mapmode);
}
// ---------------------------------------------------------------------------
inline unsigned int aiMaterial::GetTextureCount(aiTextureType type) const
{
AI_FORCE_INLINE
unsigned int aiMaterial::GetTextureCount(aiTextureType type) const {
return ::aiGetMaterialTextureCount(this,type);
}
// ---------------------------------------------------------------------------
template <typename Type>
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx, Type* pOut,
unsigned int* pMax) const
{
AI_FORCE_INLINE
aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx, Type* pOut,
unsigned int* pMax) const {
unsigned int iNum = pMax ? *pMax : 1;
const aiMaterialProperty* prop;
@ -114,9 +118,9 @@ inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
// ---------------------------------------------------------------------------
template <typename Type>
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,Type& pOut) const
{
AI_FORCE_INLINE
aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,Type& pOut) const {
const aiMaterialProperty* prop;
const aiReturn ret = ::aiGetMaterialProperty(this,pKey,type,idx,
(const aiMaterialProperty**)&prop);
@ -136,60 +140,56 @@ inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,ai_real* pOut,
unsigned int* pMax) const
{
AI_FORCE_INLINE
aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,ai_real* pOut,
unsigned int* pMax) const {
return ::aiGetMaterialFloatArray(this,pKey,type,idx,pOut,pMax);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,int* pOut,
unsigned int* pMax) const
{
AI_FORCE_INLINE
aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,int* pOut,
unsigned int* pMax) const {
return ::aiGetMaterialIntegerArray(this,pKey,type,idx,pOut,pMax);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,ai_real& pOut) const
{
AI_FORCE_INLINE
aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,ai_real& pOut) const {
return aiGetMaterialFloat(this,pKey,type,idx,&pOut);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,int& pOut) const
{
AI_FORCE_INLINE
aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,int& pOut) const {
return aiGetMaterialInteger(this,pKey,type,idx,&pOut);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,aiColor4D& pOut) const
{
AI_FORCE_INLINE
aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,aiColor4D& pOut) const {
return aiGetMaterialColor(this,pKey,type,idx,&pOut);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,aiColor3D& pOut) const
{
AI_FORCE_INLINE aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,aiColor3D& pOut) const {
aiColor4D c;
const aiReturn ret = aiGetMaterialColor(this,pKey,type,idx,&c);
pOut = aiColor3D(c.r,c.g,c.b);
return ret;
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,aiString& pOut) const
{
AI_FORCE_INLINE aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,aiString& pOut) const {
return aiGetMaterialString(this,pKey,type,idx,&pOut);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,aiUVTransform& pOut) const
{
AI_FORCE_INLINE aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,aiUVTransform& pOut) const {
return aiGetMaterialUVTransform(this,pKey,type,idx,&pOut);
}
// ---------------------------------------------------------------------------
template<class TYPE>
aiReturn aiMaterial::AddProperty (const TYPE* pInput,
@ -204,84 +204,83 @@ aiReturn aiMaterial::AddProperty (const TYPE* pInput,
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const float* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
AI_FORCE_INLINE aiReturn aiMaterial::AddProperty(const float* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index) {
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(float),
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const double* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
AI_FORCE_INLINE
aiReturn aiMaterial::AddProperty(const double* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index) {
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(double),
pKey,type,index,aiPTI_Double);
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const aiUVTransform* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
AI_FORCE_INLINE
aiReturn aiMaterial::AddProperty(const aiUVTransform* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index) {
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiUVTransform),
pKey,type,index,ai_real_to_property_type_info(pInput->mRotation));
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const aiColor4D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
AI_FORCE_INLINE
aiReturn aiMaterial::AddProperty(const aiColor4D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index) {
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiColor4D),
pKey,type,index,ai_real_to_property_type_info(pInput->a));
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const aiColor3D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
AI_FORCE_INLINE
aiReturn aiMaterial::AddProperty(const aiColor3D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index) {
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiColor3D),
pKey,type,index,ai_real_to_property_type_info(pInput->b));
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const aiVector3D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
AI_FORCE_INLINE
aiReturn aiMaterial::AddProperty(const aiVector3D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index) {
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiVector3D),
pKey,type,index,ai_real_to_property_type_info(pInput->x));
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::AddProperty(const int* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
AI_FORCE_INLINE
aiReturn aiMaterial::AddProperty(const int* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index) {
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(int),
pKey,type,index,aiPTI_Integer);
@ -296,12 +295,12 @@ inline aiReturn aiMaterial::AddProperty(const int* pInput,
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<float>(const float* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
AI_FORCE_INLINE
aiReturn aiMaterial::AddProperty<float>(const float* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index) {
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(float),
pKey,type,index,aiPTI_Float);
@ -309,12 +308,12 @@ inline aiReturn aiMaterial::AddProperty<float>(const float* pInput,
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<double>(const double* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
AI_FORCE_INLINE
aiReturn aiMaterial::AddProperty<double>(const double* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index) {
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(double),
pKey,type,index,aiPTI_Double);
@ -322,12 +321,12 @@ inline aiReturn aiMaterial::AddProperty<double>(const double* pInput,
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<aiUVTransform>(const aiUVTransform* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
AI_FORCE_INLINE
aiReturn aiMaterial::AddProperty<aiUVTransform>(const aiUVTransform* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index) {
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiUVTransform),
pKey,type,index,aiPTI_Float);
@ -335,12 +334,12 @@ inline aiReturn aiMaterial::AddProperty<aiUVTransform>(const aiUVTransform* pInp
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<aiColor4D>(const aiColor4D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
AI_FORCE_INLINE
aiReturn aiMaterial::AddProperty<aiColor4D>(const aiColor4D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index) {
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiColor4D),
pKey,type,index,aiPTI_Float);
@ -348,12 +347,12 @@ inline aiReturn aiMaterial::AddProperty<aiColor4D>(const aiColor4D* pInput,
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<aiColor3D>(const aiColor3D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
AI_FORCE_INLINE
aiReturn aiMaterial::AddProperty<aiColor3D>(const aiColor3D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index) {
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiColor3D),
pKey,type,index,aiPTI_Float);
@ -361,12 +360,12 @@ inline aiReturn aiMaterial::AddProperty<aiColor3D>(const aiColor3D* pInput,
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<aiVector3D>(const aiVector3D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
AI_FORCE_INLINE
aiReturn aiMaterial::AddProperty<aiVector3D>(const aiVector3D* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index) {
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiVector3D),
pKey,type,index,aiPTI_Float);
@ -374,12 +373,12 @@ inline aiReturn aiMaterial::AddProperty<aiVector3D>(const aiVector3D* pInput,
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<int>(const int* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
AI_FORCE_INLINE
aiReturn aiMaterial::AddProperty<int>(const int* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index) {
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(int),
pKey,type,index,aiPTI_Integer);

View file

@ -48,7 +48,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_MATRIX3X3_H_INC
#define AI_MATRIX3X3_H_INC
#include "defs.h"
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <assimp/defs.h>
#ifdef __cplusplus
@ -65,10 +69,8 @@ template <typename T> class aiVector2t;
* defined thereby.
*/
template <typename TReal>
class aiMatrix3x3t
{
class aiMatrix3x3t {
public:
aiMatrix3x3t() AI_NO_EXCEPT :
a1(static_cast<TReal>(1.0f)), a2(), a3(),
b1(), b2(static_cast<TReal>(1.0f)), b3(),
@ -82,8 +84,6 @@ public:
c1(_c1), c2(_c2), c3(_c3)
{}
public:
// matrix multiplication.
aiMatrix3x3t& operator *= (const aiMatrix3x3t& m);
aiMatrix3x3t operator * (const aiMatrix3x3t& m) const;
@ -101,8 +101,6 @@ public:
template <typename TOther>
operator aiMatrix3x3t<TOther> () const;
public:
// -------------------------------------------------------------------
/** @brief Construction from a 4x4 matrix. The remaining parts
* of the matrix are ignored.
@ -122,7 +120,6 @@ public:
aiMatrix3x3t& Inverse();
TReal Determinant() const;
public:
// -------------------------------------------------------------------
/** @brief Returns a rotation matrix for a rotation around z
* @param a Rotation angle, in radians

View file

@ -48,10 +48,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_MATRIX3X3_INL_INC
#define AI_MATRIX3X3_INL_INC
#ifdef __cplusplus
#include "matrix3x3.h"
#ifdef __GNUC__
# pragma GCC system_header
#endif
#ifdef __cplusplus
#include <assimp/matrix3x3.h>
#include <assimp/matrix4x4.h>
#include "matrix4x4.h"
#include <algorithm>
#include <cmath>
#include <limits>
@ -59,8 +63,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// ------------------------------------------------------------------------------------------------
// Construction from a 4x4 matrix. The remaining parts of the matrix are ignored.
template <typename TReal>
inline aiMatrix3x3t<TReal>::aiMatrix3x3t( const aiMatrix4x4t<TReal>& pMatrix)
{
AI_FORCE_INLINE
aiMatrix3x3t<TReal>::aiMatrix3x3t( const aiMatrix4x4t<TReal>& pMatrix) {
a1 = pMatrix.a1; a2 = pMatrix.a2; a3 = pMatrix.a3;
b1 = pMatrix.b1; b2 = pMatrix.b2; b3 = pMatrix.b3;
c1 = pMatrix.c1; c2 = pMatrix.c2; c3 = pMatrix.c3;
@ -68,8 +72,8 @@ inline aiMatrix3x3t<TReal>::aiMatrix3x3t( const aiMatrix4x4t<TReal>& pMatrix)
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::operator *= (const aiMatrix3x3t<TReal>& m)
{
AI_FORCE_INLINE
aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::operator *= (const aiMatrix3x3t<TReal>& m) {
*this = aiMatrix3x3t<TReal>(m.a1 * a1 + m.b1 * a2 + m.c1 * a3,
m.a2 * a1 + m.b2 * a2 + m.c2 * a3,
m.a3 * a1 + m.b3 * a2 + m.c3 * a3,
@ -85,8 +89,7 @@ inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::operator *= (const aiMatrix3x3t
// ------------------------------------------------------------------------------------------------
template <typename TReal>
template <typename TOther>
aiMatrix3x3t<TReal>::operator aiMatrix3x3t<TOther> () const
{
aiMatrix3x3t<TReal>::operator aiMatrix3x3t<TOther> () const {
return aiMatrix3x3t<TOther>(static_cast<TOther>(a1),static_cast<TOther>(a2),static_cast<TOther>(a3),
static_cast<TOther>(b1),static_cast<TOther>(b2),static_cast<TOther>(b3),
static_cast<TOther>(c1),static_cast<TOther>(c2),static_cast<TOther>(c3));
@ -94,8 +97,8 @@ aiMatrix3x3t<TReal>::operator aiMatrix3x3t<TOther> () const
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal> aiMatrix3x3t<TReal>::operator* (const aiMatrix3x3t<TReal>& m) const
{
AI_FORCE_INLINE
aiMatrix3x3t<TReal> aiMatrix3x3t<TReal>::operator* (const aiMatrix3x3t<TReal>& m) const {
aiMatrix3x3t<TReal> temp( *this);
temp *= m;
return temp;
@ -103,7 +106,8 @@ inline aiMatrix3x3t<TReal> aiMatrix3x3t<TReal>::operator* (const aiMatrix3x3t<TR
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline TReal* aiMatrix3x3t<TReal>::operator[] (unsigned int p_iIndex) {
AI_FORCE_INLINE
TReal* aiMatrix3x3t<TReal>::operator[] (unsigned int p_iIndex) {
switch ( p_iIndex ) {
case 0:
return &a1;
@ -119,7 +123,8 @@ inline TReal* aiMatrix3x3t<TReal>::operator[] (unsigned int p_iIndex) {
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline const TReal* aiMatrix3x3t<TReal>::operator[] (unsigned int p_iIndex) const {
AI_FORCE_INLINE
const TReal* aiMatrix3x3t<TReal>::operator[] (unsigned int p_iIndex) const {
switch ( p_iIndex ) {
case 0:
return &a1;
@ -135,8 +140,8 @@ inline const TReal* aiMatrix3x3t<TReal>::operator[] (unsigned int p_iIndex) cons
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline bool aiMatrix3x3t<TReal>::operator== (const aiMatrix4x4t<TReal>& m) const
{
AI_FORCE_INLINE
bool aiMatrix3x3t<TReal>::operator== (const aiMatrix4x4t<TReal>& m) const {
return a1 == m.a1 && a2 == m.a2 && a3 == m.a3 &&
b1 == m.b1 && b2 == m.b2 && b3 == m.b3 &&
c1 == m.c1 && c2 == m.c2 && c3 == m.c3;
@ -144,14 +149,15 @@ inline bool aiMatrix3x3t<TReal>::operator== (const aiMatrix4x4t<TReal>& m) const
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline bool aiMatrix3x3t<TReal>::operator!= (const aiMatrix4x4t<TReal>& m) const
{
AI_FORCE_INLINE
bool aiMatrix3x3t<TReal>::operator!= (const aiMatrix4x4t<TReal>& m) const {
return !(*this == m);
}
// ---------------------------------------------------------------------------
template<typename TReal>
inline bool aiMatrix3x3t<TReal>::Equal(const aiMatrix4x4t<TReal>& m, TReal epsilon) const {
AI_FORCE_INLINE
bool aiMatrix3x3t<TReal>::Equal(const aiMatrix4x4t<TReal>& m, TReal epsilon) const {
return
std::abs(a1 - m.a1) <= epsilon &&
std::abs(a2 - m.a2) <= epsilon &&
@ -166,8 +172,8 @@ inline bool aiMatrix3x3t<TReal>::Equal(const aiMatrix4x4t<TReal>& m, TReal epsil
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Transpose()
{
AI_FORCE_INLINE
aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Transpose() {
// (TReal&) don't remove, GCC complains cause of packed fields
std::swap( (TReal&)a2, (TReal&)b1);
std::swap( (TReal&)a3, (TReal&)c1);
@ -177,15 +183,15 @@ inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Transpose()
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline TReal aiMatrix3x3t<TReal>::Determinant() const
{
AI_FORCE_INLINE
TReal aiMatrix3x3t<TReal>::Determinant() const {
return a1*b2*c3 - a1*b3*c2 + a2*b3*c1 - a2*b1*c3 + a3*b1*c2 - a3*b2*c1;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Inverse()
{
AI_FORCE_INLINE
aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Inverse() {
// Compute the reciprocal determinant
TReal det = Determinant();
if(det == static_cast<TReal>(0.0))
@ -219,8 +225,8 @@ inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Inverse()
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::RotationZ(TReal a, aiMatrix3x3t<TReal>& out)
{
AI_FORCE_INLINE
aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::RotationZ(TReal a, aiMatrix3x3t<TReal>& out) {
out.a1 = out.b2 = std::cos(a);
out.b1 = std::sin(a);
out.a2 = - out.b1;
@ -234,8 +240,8 @@ inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::RotationZ(TReal a, aiMatrix3x3t
// ------------------------------------------------------------------------------------------------
// Returns a rotation matrix for a rotation around an arbitrary axis.
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Rotation( TReal a, const aiVector3t<TReal>& axis, aiMatrix3x3t<TReal>& out)
{
AI_FORCE_INLINE
aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Rotation( TReal a, const aiVector3t<TReal>& axis, aiMatrix3x3t<TReal>& out) {
TReal c = std::cos( a), s = std::sin( a), t = 1 - c;
TReal x = axis.x, y = axis.y, z = axis.z;
@ -249,8 +255,8 @@ inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Rotation( TReal a, const aiVect
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Translation( const aiVector2t<TReal>& v, aiMatrix3x3t<TReal>& out)
{
AI_FORCE_INLINE
aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Translation( const aiVector2t<TReal>& v, aiMatrix3x3t<TReal>& out) {
out = aiMatrix3x3t<TReal>();
out.a3 = v.x;
out.b3 = v.y;
@ -268,9 +274,8 @@ inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Translation( const aiVector2t<T
*/
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::FromToMatrix(const aiVector3t<TReal>& from,
const aiVector3t<TReal>& to, aiMatrix3x3t<TReal>& mtx)
{
AI_FORCE_INLINE aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::FromToMatrix(const aiVector3t<TReal>& from,
const aiVector3t<TReal>& to, aiMatrix3x3t<TReal>& mtx) {
const TReal e = from * to;
const TReal f = (e < 0)? -e:e;
@ -352,6 +357,5 @@ inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::FromToMatrix(const aiVector3t<T
return mtx;
}
#endif // __cplusplus
#endif // AI_MATRIX3X3_INL_INC

View file

@ -47,8 +47,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_MATRIX4X4_H_INC
#define AI_MATRIX4X4_H_INC
#include "vector3.h"
#include "defs.h"
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <assimp/vector3.h>
#include <assimp/defs.h>
#ifdef __cplusplus
@ -66,8 +70,7 @@ template<typename TReal> class aiQuaterniont;
* defined thereby.
*/
template<typename TReal>
class aiMatrix4x4t
{
class aiMatrix4x4t {
public:
/** set to identity */
@ -91,8 +94,6 @@ public:
aiMatrix4x4t(const aiVector3t<TReal>& scaling, const aiQuaterniont<TReal>& rotation,
const aiVector3t<TReal>& position);
public:
// array access operators
/** @fn TReal* operator[] (unsigned int p_iIndex)
* @param [in] p_iIndex - index of the row.
@ -120,8 +121,6 @@ public:
template <typename TOther>
operator aiMatrix4x4t<TOther> () const;
public:
// -------------------------------------------------------------------
/** @brief Transpose the matrix */
aiMatrix4x4t& Transpose();
@ -182,7 +181,6 @@ public:
void DecomposeNoScaling (aiQuaterniont<TReal>& rotation,
aiVector3t<TReal>& position) const;
// -------------------------------------------------------------------
/** @brief Creates a trafo matrix from a set of euler angles
* @param x Rotation angle for the x-axis, in radians
@ -192,7 +190,6 @@ public:
aiMatrix4x4t& FromEulerAnglesXYZ(TReal x, TReal y, TReal z);
aiMatrix4x4t& FromEulerAnglesXYZ(const aiVector3t<TReal>& blubb);
public:
// -------------------------------------------------------------------
/** @brief Returns a rotation matrix for a rotation around the x axis
* @param a Rotation angle, in radians
@ -256,7 +253,6 @@ public:
static aiMatrix4x4t& FromToMatrix(const aiVector3t<TReal>& from,
const aiVector3t<TReal>& to, aiMatrix4x4t& out);
public:
TReal a1, a2, a3, a4;
TReal b1, b2, b3, b4;
TReal c1, c2, c3, c4;

View file

@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
@ -53,6 +51,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "matrix4x4.h"
#include "matrix3x3.h"
#include "quaternion.h"
#include "MathFunctions.h"
#include <algorithm>
#include <limits>
@ -61,12 +60,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// ----------------------------------------------------------------------------------------
template <typename TReal>
aiMatrix4x4t<TReal>::aiMatrix4x4t() AI_NO_EXCEPT :
a1(1.0f), a2(), a3(), a4(),
b1(), b2(1.0f), b3(), b4(),
c1(), c2(), c3(1.0f), c4(),
d1(), d2(), d3(), d4(1.0f)
{
a1(1.0f), a2(), a3(), a4(),
b1(), b2(1.0f), b3(), b4(),
c1(), c2(), c3(1.0f), c4(),
d1(), d2(), d3(), d4(1.0f) {
// empty
}
// ----------------------------------------------------------------------------------------
@ -75,19 +73,17 @@ aiMatrix4x4t<TReal>::aiMatrix4x4t (TReal _a1, TReal _a2, TReal _a3, TReal _a4,
TReal _b1, TReal _b2, TReal _b3, TReal _b4,
TReal _c1, TReal _c2, TReal _c3, TReal _c4,
TReal _d1, TReal _d2, TReal _d3, TReal _d4) :
a1(_a1), a2(_a2), a3(_a3), a4(_a4),
b1(_b1), b2(_b2), b3(_b3), b4(_b4),
c1(_c1), c2(_c2), c3(_c3), c4(_c4),
d1(_d1), d2(_d2), d3(_d3), d4(_d4)
{
a1(_a1), a2(_a2), a3(_a3), a4(_a4),
b1(_b1), b2(_b2), b3(_b3), b4(_b4),
c1(_c1), c2(_c2), c3(_c3), c4(_c4),
d1(_d1), d2(_d2), d3(_d3), d4(_d4) {
// empty
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
template <typename TOther>
aiMatrix4x4t<TReal>::operator aiMatrix4x4t<TOther> () const
{
aiMatrix4x4t<TReal>::operator aiMatrix4x4t<TOther> () const {
return aiMatrix4x4t<TOther>(static_cast<TOther>(a1),static_cast<TOther>(a2),static_cast<TOther>(a3),static_cast<TOther>(a4),
static_cast<TOther>(b1),static_cast<TOther>(b2),static_cast<TOther>(b3),static_cast<TOther>(b4),
static_cast<TOther>(c1),static_cast<TOther>(c2),static_cast<TOther>(c3),static_cast<TOther>(c4),
@ -97,8 +93,8 @@ aiMatrix4x4t<TReal>::operator aiMatrix4x4t<TOther> () const
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>::aiMatrix4x4t (const aiMatrix3x3t<TReal>& m)
{
AI_FORCE_INLINE
aiMatrix4x4t<TReal>::aiMatrix4x4t (const aiMatrix3x3t<TReal>& m) {
a1 = m.a1; a2 = m.a2; a3 = m.a3; a4 = static_cast<TReal>(0.0);
b1 = m.b1; b2 = m.b2; b3 = m.b3; b4 = static_cast<TReal>(0.0);
c1 = m.c1; c2 = m.c2; c3 = m.c3; c4 = static_cast<TReal>(0.0);
@ -107,8 +103,8 @@ inline aiMatrix4x4t<TReal>::aiMatrix4x4t (const aiMatrix3x3t<TReal>& m)
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>::aiMatrix4x4t (const aiVector3t<TReal>& scaling, const aiQuaterniont<TReal>& rotation, const aiVector3t<TReal>& position)
{
AI_FORCE_INLINE
aiMatrix4x4t<TReal>::aiMatrix4x4t (const aiVector3t<TReal>& scaling, const aiQuaterniont<TReal>& rotation, const aiVector3t<TReal>& position) {
// build a 3x3 rotation matrix
aiMatrix3x3t<TReal> m = rotation.GetMatrix();
@ -135,8 +131,8 @@ inline aiMatrix4x4t<TReal>::aiMatrix4x4t (const aiVector3t<TReal>& scaling, cons
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::operator *= (const aiMatrix4x4t<TReal>& m)
{
AI_FORCE_INLINE
aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::operator *= (const aiMatrix4x4t<TReal>& m) {
*this = aiMatrix4x4t<TReal>(
m.a1 * a1 + m.b1 * a2 + m.c1 * a3 + m.d1 * a4,
m.a2 * a1 + m.b2 * a2 + m.c2 * a3 + m.d2 * a4,
@ -159,8 +155,7 @@ inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::operator *= (const aiMatrix4x4t
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal> aiMatrix4x4t<TReal>::operator* (const TReal& aFloat) const
{
AI_FORCE_INLINE aiMatrix4x4t<TReal> aiMatrix4x4t<TReal>::operator* (const TReal& aFloat) const {
aiMatrix4x4t<TReal> temp(
a1 * aFloat,
a2 * aFloat,
@ -183,8 +178,8 @@ inline aiMatrix4x4t<TReal> aiMatrix4x4t<TReal>::operator* (const TReal& aFloat)
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal> aiMatrix4x4t<TReal>::operator+ (const aiMatrix4x4t<TReal>& m) const
{
AI_FORCE_INLINE
aiMatrix4x4t<TReal> aiMatrix4x4t<TReal>::operator+ (const aiMatrix4x4t<TReal>& m) const {
aiMatrix4x4t<TReal> temp(
m.a1 + a1,
m.a2 + a2,
@ -207,18 +202,16 @@ inline aiMatrix4x4t<TReal> aiMatrix4x4t<TReal>::operator+ (const aiMatrix4x4t<TR
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal> aiMatrix4x4t<TReal>::operator* (const aiMatrix4x4t<TReal>& m) const
{
AI_FORCE_INLINE
aiMatrix4x4t<TReal> aiMatrix4x4t<TReal>::operator* (const aiMatrix4x4t<TReal>& m) const {
aiMatrix4x4t<TReal> temp( *this);
temp *= m;
return temp;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Transpose()
{
AI_FORCE_INLINE aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Transpose() {
// (TReal&) don't remove, GCC complains cause of packed fields
std::swap( (TReal&)b1, (TReal&)a2);
std::swap( (TReal&)c1, (TReal&)a3);
@ -229,11 +222,10 @@ inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Transpose()
return *this;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline TReal aiMatrix4x4t<TReal>::Determinant() const
{
AI_FORCE_INLINE
TReal aiMatrix4x4t<TReal>::Determinant() const {
return a1*b2*c3*d4 - a1*b2*c4*d3 + a1*b3*c4*d2 - a1*b3*c2*d4
+ a1*b4*c2*d3 - a1*b4*c3*d2 - a2*b3*c4*d1 + a2*b3*c1*d4
- a2*b4*c1*d3 + a2*b4*c3*d1 - a2*b1*c3*d4 + a2*b1*c4*d3
@ -244,8 +236,8 @@ inline TReal aiMatrix4x4t<TReal>::Determinant() const
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Inverse()
{
AI_FORCE_INLINE
aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Inverse() {
// Compute the reciprocal determinant
const TReal det = Determinant();
if(det == static_cast<TReal>(0.0))
@ -289,9 +281,10 @@ inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Inverse()
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline TReal* aiMatrix4x4t<TReal>::operator[](unsigned int p_iIndex) {
AI_FORCE_INLINE
TReal* aiMatrix4x4t<TReal>::operator[](unsigned int p_iIndex) {
if (p_iIndex > 3) {
return NULL;
return nullptr;
}
switch ( p_iIndex ) {
case 0:
@ -310,9 +303,10 @@ inline TReal* aiMatrix4x4t<TReal>::operator[](unsigned int p_iIndex) {
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline const TReal* aiMatrix4x4t<TReal>::operator[](unsigned int p_iIndex) const {
AI_FORCE_INLINE
const TReal* aiMatrix4x4t<TReal>::operator[](unsigned int p_iIndex) const {
if (p_iIndex > 3) {
return NULL;
return nullptr;
}
switch ( p_iIndex ) {
@ -332,8 +326,8 @@ inline const TReal* aiMatrix4x4t<TReal>::operator[](unsigned int p_iIndex) const
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline bool aiMatrix4x4t<TReal>::operator== (const aiMatrix4x4t<TReal>& m) const
{
AI_FORCE_INLINE
bool aiMatrix4x4t<TReal>::operator== (const aiMatrix4x4t<TReal>& m) const {
return (a1 == m.a1 && a2 == m.a2 && a3 == m.a3 && a4 == m.a4 &&
b1 == m.b1 && b2 == m.b2 && b3 == m.b3 && b4 == m.b4 &&
c1 == m.c1 && c2 == m.c2 && c3 == m.c3 && c4 == m.c4 &&
@ -342,14 +336,15 @@ inline bool aiMatrix4x4t<TReal>::operator== (const aiMatrix4x4t<TReal>& m) const
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline bool aiMatrix4x4t<TReal>::operator!= (const aiMatrix4x4t<TReal>& m) const
{
AI_FORCE_INLINE
bool aiMatrix4x4t<TReal>::operator!= (const aiMatrix4x4t<TReal>& m) const {
return !(*this == m);
}
// ---------------------------------------------------------------------------
template<typename TReal>
inline bool aiMatrix4x4t<TReal>::Equal(const aiMatrix4x4t<TReal>& m, TReal epsilon) const {
AI_FORCE_INLINE
bool aiMatrix4x4t<TReal>::Equal(const aiMatrix4x4t<TReal>& m, TReal epsilon) const {
return
std::abs(a1 - m.a1) <= epsilon &&
std::abs(a2 - m.a2) <= epsilon &&
@ -401,13 +396,10 @@ inline bool aiMatrix4x4t<TReal>::Equal(const aiMatrix4x4t<TReal>& m, TReal epsil
\
do {} while(false)
template <typename TReal>
inline void aiMatrix4x4t<TReal>::Decompose (aiVector3t<TReal>& pScaling, aiQuaterniont<TReal>& pRotation,
aiVector3t<TReal>& pPosition) const
{
AI_FORCE_INLINE
void aiMatrix4x4t<TReal>::Decompose (aiVector3t<TReal>& pScaling, aiQuaterniont<TReal>& pRotation,
aiVector3t<TReal>& pPosition) const {
ASSIMP_MATRIX4_4_DECOMPOSE_PART;
// build a 3x3 rotation matrix
@ -420,8 +412,8 @@ inline void aiMatrix4x4t<TReal>::Decompose (aiVector3t<TReal>& pScaling, aiQuate
}
template <typename TReal>
inline void aiMatrix4x4t<TReal>::Decompose(aiVector3t<TReal>& pScaling, aiVector3t<TReal>& pRotation, aiVector3t<TReal>& pPosition) const
{
AI_FORCE_INLINE
void aiMatrix4x4t<TReal>::Decompose(aiVector3t<TReal>& pScaling, aiVector3t<TReal>& pRotation, aiVector3t<TReal>& pPosition) const {
ASSIMP_MATRIX4_4_DECOMPOSE_PART;
/*
@ -442,7 +434,7 @@ inline void aiMatrix4x4t<TReal>::Decompose(aiVector3t<TReal>& pScaling, aiVector
*/
// Use a small epsilon to solve floating-point inaccuracies
const TReal epsilon = 10e-3f;
const TReal epsilon = Assimp::Math::getEpsilon<TReal>();
pRotation.y = std::asin(-vCols[0].z);// D. Angle around oY.
@ -475,10 +467,10 @@ inline void aiMatrix4x4t<TReal>::Decompose(aiVector3t<TReal>& pScaling, aiVector
#undef ASSIMP_MATRIX4_4_DECOMPOSE_PART
template <typename TReal>
inline void aiMatrix4x4t<TReal>::Decompose(aiVector3t<TReal>& pScaling, aiVector3t<TReal>& pRotationAxis, TReal& pRotationAngle,
aiVector3t<TReal>& pPosition) const
{
aiQuaterniont<TReal> pRotation;
AI_FORCE_INLINE
void aiMatrix4x4t<TReal>::Decompose(aiVector3t<TReal>& pScaling, aiVector3t<TReal>& pRotationAxis, TReal& pRotationAngle,
aiVector3t<TReal>& pPosition) const {
aiQuaterniont<TReal> pRotation;
Decompose(pScaling, pRotation, pPosition);
pRotation.Normalize();
@ -500,9 +492,9 @@ aiQuaterniont<TReal> pRotation;
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline void aiMatrix4x4t<TReal>::DecomposeNoScaling (aiQuaterniont<TReal>& rotation,
aiVector3t<TReal>& position) const
{
AI_FORCE_INLINE
void aiMatrix4x4t<TReal>::DecomposeNoScaling (aiQuaterniont<TReal>& rotation,
aiVector3t<TReal>& position) const {
const aiMatrix4x4t<TReal>& _this = *this;
// extract translation
@ -516,15 +508,15 @@ inline void aiMatrix4x4t<TReal>::DecomposeNoScaling (aiQuaterniont<TReal>& rotat
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromEulerAnglesXYZ(const aiVector3t<TReal>& blubb)
{
AI_FORCE_INLINE
aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromEulerAnglesXYZ(const aiVector3t<TReal>& blubb) {
return FromEulerAnglesXYZ(blubb.x,blubb.y,blubb.z);
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromEulerAnglesXYZ(TReal x, TReal y, TReal z)
{
AI_FORCE_INLINE
aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromEulerAnglesXYZ(TReal x, TReal y, TReal z) {
aiMatrix4x4t<TReal>& _this = *this;
TReal cx = std::cos(x);
@ -552,8 +544,8 @@ inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromEulerAnglesXYZ(TReal x, TRe
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline bool aiMatrix4x4t<TReal>::IsIdentity() const
{
AI_FORCE_INLINE
bool aiMatrix4x4t<TReal>::IsIdentity() const {
// Use a small epsilon to solve floating-point inaccuracies
const static TReal epsilon = 10e-3f;
@ -577,8 +569,8 @@ inline bool aiMatrix4x4t<TReal>::IsIdentity() const
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationX(TReal a, aiMatrix4x4t<TReal>& out)
{
AI_FORCE_INLINE
aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationX(TReal a, aiMatrix4x4t<TReal>& out) {
/*
| 1 0 0 0 |
M = | 0 cos(A) -sin(A) 0 |
@ -592,8 +584,8 @@ inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationX(TReal a, aiMatrix4x4t
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationY(TReal a, aiMatrix4x4t<TReal>& out)
{
AI_FORCE_INLINE
aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationY(TReal a, aiMatrix4x4t<TReal>& out) {
/*
| cos(A) 0 sin(A) 0 |
M = | 0 1 0 0 |
@ -608,8 +600,8 @@ inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationY(TReal a, aiMatrix4x4t
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationZ(TReal a, aiMatrix4x4t<TReal>& out)
{
AI_FORCE_INLINE
aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationZ(TReal a, aiMatrix4x4t<TReal>& out) {
/*
| cos(A) -sin(A) 0 0 |
M = | sin(A) cos(A) 0 0 |
@ -624,26 +616,25 @@ inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationZ(TReal a, aiMatrix4x4t
// ----------------------------------------------------------------------------------------
// Returns a rotation matrix for a rotation around an arbitrary axis.
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Rotation( TReal a, const aiVector3t<TReal>& axis, aiMatrix4x4t<TReal>& out)
{
TReal c = std::cos( a), s = std::sin( a), t = 1 - c;
TReal x = axis.x, y = axis.y, z = axis.z;
AI_FORCE_INLINE
aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Rotation( TReal a, const aiVector3t<TReal>& axis, aiMatrix4x4t<TReal>& out) {
TReal c = std::cos( a), s = std::sin( a), t = 1 - c;
TReal x = axis.x, y = axis.y, z = axis.z;
// Many thanks to MathWorld and Wikipedia
out.a1 = t*x*x + c; out.a2 = t*x*y - s*z; out.a3 = t*x*z + s*y;
out.b1 = t*x*y + s*z; out.b2 = t*y*y + c; out.b3 = t*y*z - s*x;
out.c1 = t*x*z - s*y; out.c2 = t*y*z + s*x; out.c3 = t*z*z + c;
out.a4 = out.b4 = out.c4 = static_cast<TReal>(0.0);
out.d1 = out.d2 = out.d3 = static_cast<TReal>(0.0);
out.d4 = static_cast<TReal>(1.0);
// Many thanks to MathWorld and Wikipedia
out.a1 = t*x*x + c; out.a2 = t*x*y - s*z; out.a3 = t*x*z + s*y;
out.b1 = t*x*y + s*z; out.b2 = t*y*y + c; out.b3 = t*y*z - s*x;
out.c1 = t*x*z - s*y; out.c2 = t*y*z + s*x; out.c3 = t*z*z + c;
out.a4 = out.b4 = out.c4 = static_cast<TReal>(0.0);
out.d1 = out.d2 = out.d3 = static_cast<TReal>(0.0);
out.d4 = static_cast<TReal>(1.0);
return out;
return out;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Translation( const aiVector3t<TReal>& v, aiMatrix4x4t<TReal>& out)
{
AI_FORCE_INLINE aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Translation( const aiVector3t<TReal>& v, aiMatrix4x4t<TReal>& out) {
out = aiMatrix4x4t<TReal>();
out.a4 = v.x;
out.b4 = v.y;
@ -653,8 +644,8 @@ inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Translation( const aiVector3t<T
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Scaling( const aiVector3t<TReal>& v, aiMatrix4x4t<TReal>& out)
{
AI_FORCE_INLINE
aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Scaling( const aiVector3t<TReal>& v, aiMatrix4x4t<TReal>& out) {
out = aiMatrix4x4t<TReal>();
out.a1 = v.x;
out.b2 = v.y;
@ -673,9 +664,9 @@ inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Scaling( const aiVector3t<TReal
*/
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromToMatrix(const aiVector3t<TReal>& from,
const aiVector3t<TReal>& to, aiMatrix4x4t<TReal>& mtx)
{
AI_FORCE_INLINE
aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromToMatrix(const aiVector3t<TReal>& from,
const aiVector3t<TReal>& to, aiMatrix4x4t<TReal>& mtx) {
aiMatrix3x3t<TReal> m3;
aiMatrix3x3t<TReal>::FromToMatrix(from,to,m3);
mtx = aiMatrix4x4t<TReal>(m3);

View file

@ -48,6 +48,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_MESH_H_INC
#define AI_MESH_H_INC
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <assimp/types.h>
#include <assimp/aabb.h>
@ -248,6 +252,9 @@ struct aiVertexWeight {
};
// Forward declare aiNode (pointer use only)
struct aiNode;
// ---------------------------------------------------------------------------
/** @brief A single bone of a mesh.
*
@ -264,6 +271,16 @@ struct aiBone {
//! The maximum value for this member is #AI_MAX_BONE_WEIGHTS.
unsigned int mNumWeights;
#ifndef ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS
// The bone armature node - used for skeleton conversion
// you must enable aiProcess_PopulateArmatureData to populate this
C_STRUCT aiNode* mArmature;
// The bone node in the scene - used for skeleton conversion
// you must enable aiProcess_PopulateArmatureData to populate this
C_STRUCT aiNode* mNode;
#endif
//! The influence weights of this bone, by vertex index.
C_STRUCT aiVertexWeight* mWeights;
@ -418,11 +435,11 @@ struct aiAnimMesh
/**Anim Mesh name */
C_STRUCT aiString mName;
/** Replacement for aiMesh::mVertices. If this array is non-NULL,
/** Replacement for aiMesh::mVertices. If this array is non-nullptr,
* it *must* contain mNumVertices entries. The corresponding
* array in the host mesh must be non-NULL as well - animation
* array in the host mesh must be non-nullptr as well - animation
* meshes may neither add or nor remove vertex components (if
* a replacement array is NULL and the corresponding source
* a replacement array is nullptr and the corresponding source
* array is not, the source data is taken instead)*/
C_STRUCT aiVector3D* mVertices;
@ -596,7 +613,7 @@ struct aiMesh
C_STRUCT aiVector3D* mVertices;
/** Vertex normals.
* The array contains normalized vectors, NULL if not present.
* The array contains normalized vectors, nullptr if not present.
* The array is mNumVertices in size. Normals are undefined for
* point and line primitives. A mesh consisting of points and
* lines only may not have normal vectors. Meshes with mixed
@ -619,7 +636,7 @@ struct aiMesh
/** Vertex tangents.
* The tangent of a vertex points in the direction of the positive
* X texture axis. The array contains normalized vectors, NULL if
* X texture axis. The array contains normalized vectors, nullptr if
* not present. The array is mNumVertices in size. A mesh consisting
* of points and lines only may not have normal vectors. Meshes with
* mixed primitive types (i.e. lines and triangles) may have
@ -633,7 +650,7 @@ struct aiMesh
/** Vertex bitangents.
* The bitangent of a vertex points in the direction of the positive
* Y texture axis. The array contains normalized vectors, NULL if not
* Y texture axis. The array contains normalized vectors, nullptr if not
* present. The array is mNumVertices in size.
* @note If the mesh contains tangents, it automatically also contains
* bitangents.
@ -642,14 +659,14 @@ struct aiMesh
/** Vertex color sets.
* A mesh may contain 0 to #AI_MAX_NUMBER_OF_COLOR_SETS vertex
* colors per vertex. NULL if not present. Each array is
* colors per vertex. nullptr if not present. Each array is
* mNumVertices in size if present.
*/
C_STRUCT aiColor4D* mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
/** Vertex texture coords, also known as UV channels.
* A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per
* vertex. NULL if not present. The array is mNumVertices in size.
* vertex. nullptr if not present. The array is mNumVertices in size.
*/
C_STRUCT aiVector3D* mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
@ -671,7 +688,7 @@ struct aiMesh
C_STRUCT aiFace* mFaces;
/** The number of bones this mesh contains.
* Can be 0, in which case the mBones array is NULL.
* Can be 0, in which case the mBones array is nullptr.
*/
unsigned int mNumBones;
@ -769,7 +786,10 @@ struct aiMesh
// DO NOT REMOVE THIS ADDITIONAL CHECK
if (mNumBones && mBones) {
for( unsigned int a = 0; a < mNumBones; a++) {
delete mBones[a];
if(mBones[a])
{
delete mBones[a];
}
}
delete [] mBones;
}

Some files were not shown because too many files have changed in this diff Show more